uniformBlockBinding method

void uniformBlockBinding(
  1. dynamic uniformsGroup,
  2. 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 );
	}
}