How to setup a Mat4 from codea for a shader?

Hi,

I want to declare my own matrix in codea and bind it to a uniform mat4 in a shader, but it seens to be empty in the shader.
My code is basically:

m0={1,0,3,0,
0,1,0,0,
3,0,1,0,
0,0,0,1}
Then I assign it to my shader ( in my vertex shader I have “uniform mat4 mymat4;” already declared)
mymesh.shader.mymat4=m0

But if I make any operation like position = mymat4* position, my result is null so I guess I have a problem with the input.
Anyone has an idea?

Thanks

m0 = matrix(1,2,3,4,...,13,14,15,16)
mesh.shader.mat4 = m0

You need to use the matrix type not a table.

Thanks a lot Andrew!