void SpotLightPositionRenderer::InitializeUniforms(Shader & shader)
{
	const char * uniformNames[__uniforms_count__] =
	{
		"u_LightDescSampler",
		"u_LightDataSampler",
		"u_LightOffset",
	};

	shader.Use();
	shader.AddUniforms(uniformNames, __uniforms_count__);

	glUniform1i(shader.GetUniform(u_LightDescSampler), 0);
	glUniform1i(shader.GetUniform(u_LightDataSampler), 1);

	shader.SetupFrameDataBlockBinding();
	shader.UnUse();

	GL_CHECK_ERRORS;
}