When a shader is bound the base variables (mvp matrix, iTime, iResolution etc) must be synced to it. Currently, this is done through multiple glUniform calls, but it can be optimized to use a UBO.
This could potentially be a breaking change to the shader format as those variables are not in blocks.
When a shader is bound the base variables (mvp matrix, iTime, iResolution etc) must be synced to it. Currently, this is done through multiple glUniform calls, but it can be optimized to use a UBO.
This could potentially be a breaking change to the shader format as those variables are not in blocks.