Why are you trying to do this? We can help you out more this way
I'm trying to make a lighting system. I basically just need a way to setup the uniforms during the shader initialization.
Basically, there is a list of lights, each one having a different shader. Each 'game object' (entity, or thing) is rendered with a shader parameter, then binds it, and calls its sub-classes abstract render stuff. This makes it easy for multi-render passes for different shading techniques. (Like an initial pass for ambient light/textures, then one for light boxes, then one for post-processing or something.)
And I hate to be the one to do this, but it's "as they're bound".
S***, my bad.
My obnoxious cousin is playing a game next to me and he loves to over exaggerate everything. Kinda hard to focus on anything with him constantly yelling.