uniformBlockBinding method
void
uniformBlockBinding(
- dynamic uniformsGroup,
- dynamic program
Implementation
void uniformBlockBinding( uniformsGroup, program ) {
final mapping = uboProgramMap.get( program );
final blockIndex = mapping.get( uniformsGroup );
if ( uboBindings.get( program ) != blockIndex ) {
// bind shader specific block index to global block point
gl.uniformBlockBinding( program, blockIndex, uniformsGroup['__bindingPointIndex'] );
uboBindings.set( program, blockIndex );
}
}