src/org/lwjgl/demo/opengl/raytracing/Demo33Ubo.java
private void initRayTracingProgram() {
		glUseProgram(rayTracingProgram);
		timeUniform = glGetUniformLocation(rayTracingProgram, "time");
		blendFactorUniform = glGetUniformLocation(rayTracingProgram, "blendFactor");
		framebufferUniform = glGetUniformLocation(rayTracingProgram, "framebuffer");
		widthUniform = glGetUniformLocation(rayTracingProgram, "width");
		heightUniform = glGetUniformLocation(rayTracingProgram, "height");
		bounceCountUniform = glGetUniformLocation(rayTracingProgram, "bounceCount");
		glUniform1i(framebufferUniform, 0);
		int cameraSettingsIndex = glGetUniformBlockIndex(rayTracingProgram, "CameraSettings");
		glUniformBlockBinding(rayTracingProgram, cameraSettingsIndex, this.cameraSettingsUboBinding);
		glUseProgram(0);
	}
/**
	 * Initialize the ray tracing shader.
	 */
Initialize the ray tracing shader.
Initialize the ray tracing shader .
private void initRayTracingProgram() {
		glUseProgram(rayTracingProgram);
		timeUniform = glGetUniformLocation(rayTracingProgram, "time");
		blendFactorUniform = glGetUniformLocation(rayTracingProgram, "blendFactor");
		framebufferUniform = glGetUniformLocation(rayTracingProgram, "framebuffer");
		widthUniform = glGetUniformLocation(rayTracingProgram, "width");
		heightUniform = glGetUniformLocation(rayTracingProgram, "height");
		bounceCountUniform = glGetUniformLocation(rayTracingProgram, "bounceCount");
		glUniform1i(framebufferUniform, 0);
		int cameraSettingsIndex = glGetUniformBlockIndex(rayTracingProgram, "CameraSettings");
		glUniformBlockBinding(rayTracingProgram, cameraSettingsIndex, this.cameraSettingsUboBinding);
		glUseProgram(0);
	}
private void initRayTracingProgram ( ) { glUseProgram ( rayTracingProgram ) ; timeUniform = glGetUniformLocation ( rayTracingProgram , "time" ) ; blendFactorUniform = glGetUniformLocation ( rayTracingProgram , "blendFactor" ) ; framebufferUniform = glGetUniformLocation ( rayTracingProgram , "framebuffer" ) ; widthUniform = glGetUniformLocation ( rayTracingProgram , "width" ) ; heightUniform = glGetUniformLocation ( rayTracingProgram , "height" ) ; bounceCountUniform = glGetUniformLocation ( rayTracingProgram , "bounceCount" ) ; glUniform1i ( framebufferUniform , 0 ) ; int cameraSettingsIndex = glGetUniformBlockIndex ( rayTracingProgram , "CameraSettings" ) ; glUniformBlockBinding ( rayTracingProgram , cameraSettingsIndex , this . cameraSettingsUboBinding ) ; glUseProgram ( 0 ) ; }
Initialize the ray tracing shader.
Initialize the ray tracing shader .