anchor.diff:  JME3 can expose pre-computed global uniforms to your shaders. You must specify the one that are required for your shader in the WorldParameters section of the material definition file (.j3md). +
   Note that in the shader the uniform names will be prefixed by a “g_”. +
   In the example above, WorldViewProjectionMatrix is declared as uniform mat4 g_WorldViewProjectionMatrix in the shader. +
  -The complete list of global uniforms that can be used in JME3 can be found link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/core/com/jme3/shader/UniformBinding.java[here].
  +The complete list of global uniforms that can be used in JME3 can be found in link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/shader/UniformBinding.java[UniformBinding.java].
   
   
   === JME3 Lighting Global uniforms
  
positive.code: == How to use shaders in JME3
  
  You probably heard that JME3 is “shader oriented”, but what does that mean? +
  Usually to use shaders you must create what is called a program. This program specify the vertex shader and the fragment shader to use. +
  JME3 encloses this in the material system. Every material in JME3 uses shaders. +
  For example let’s have a look at the SolidColor.j3md file : 
  
  
negative.code: 
  === Useful links
  
  link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/pass:[~]cs5610/lectures/GLSL-ATI-Intro.pdf]
  