Sets an integer vector array uniform of the current target bitmap’s shader. The `num_components'
parameter can take one of the values 1, 2, 3 or 4. If it is 1 then an array of `num_elems' integer
elements is added. Otherwise each added array element is assumed to be a vector with 2, 3 or 4
components in it.
For example, if you have a GLSL uniform declared as uniform ivec3 flowers[4] or an HLSL uniform declared
as uniform int3 flowers[4], then you’d use this function from your code like so:
int flowers[4][3] =
{
{1, 2, 3},
{4, 5, 6},
{7, 8, 9},
{2, 5, 7}
};
al_set_shader_int_vector("flowers", 3, (int*)flowers, 4);
Returns true on success. Otherwise returns false, e.g. if the uniform by that name does not exist in the
shader.