binds the shader for use . do this just before rendering . and then after binding you set uniforms . concode_field_sep int id concode_field_sep void unBind concode_elem_sep String read concode_elem_sep void uniformFloat concode_elem_sep void uniformBool concode_elem_sep void uniformInt concode_elem_sep void uniformPointLight concode_elem_sep void check concode_elem_sep void uniformVec2 concode_elem_sep void uniformVec3 concode_elem_sep void bindSimple concode_elem_sep void uniformMaterial concode_elem_sep void uniformVec4 concode_elem_sep void uniformMat4 concode_elem_sep void uniformScene concode_elem_sep void uniformDirectionalLight
void function ( ) { glUseProgram ( this . id ) ; this . uniformMat4 ( "srini_string" , Engine . camera . getView ( ) ) ; this . uniformVec3 ( "srini_string" , Engine . camera . getPosition ( ) ) ; this . uniformMat4 ( "srini_string" , Engine . camera . getProjection ( ) ) ; if ( ! Engine . is2d ) { this . uniformScene ( Engine . scene ) ; } }