void Program::SetUniformBlockBinding(const GLchar *name, GLuint bindingPoint) const { glUniformBlockBinding(mID, GetUniformBlockLocation(name), bindingPoint); }
void Shader::BindUniformBlock(const std::string& name, const uint32_t mUniformBufferBindingIndex) { auto location = GetUniformBlockLocation(mShaderProgram, name); glUniformBlockBinding(mShaderProgram, location, mUniformBufferBindingIndex); }