   Proper way to write shaders?
  I have a very basic vertex/frag shader pair in GLSL right now but I question the efficiency of my design.Right now I send 2 uniform bools: isTextured and isInterpolated.  Pretty self explanatory, if it's not textured I just apply the color and if the vertex data isn't interpolated I don't use the second vertex attribute to interpolate.Would it be a better choice to create separate shaders instead of sending all these flags?   