private void initComputeProgram(){
  glUseProgram(computeProgram);
  IntBuffer workGroupSize=BufferUtils.createIntBuffer(3);
  glGetProgramiv(computeProgram,GL_COMPUTE_WORK_GROUP_SIZE,workGroupSize);
  workGroupSizeX=workGroupSize.get(0);
  workGroupSizeY=workGroupSize.get(1);
  timeUniform=glGetUniformLocation(computeProgram,"time");
  blendFactorUniform=glGetUniformLocation(computeProgram,"blendFactor");
  bounceCountUniform=glGetUniformLocation(computeProgram,"bounceCount");
  IntBuffer params=BufferUtils.createIntBuffer(1);
  int loc=glGetUniformLocation(computeProgram,"framebufferImage");
  glGetUniformiv(computeProgram,loc,params);
  framebufferImageBinding=params.get(0);
  loc=glGetUniformLocation(computeProgram,"worldPositionImage");
  glGetUniformiv(computeProgram,loc,params);
  worldPositionImageBinding=params.get(0);
  loc=glGetUniformLocation(computeProgram,"worldNormalImage");
  glGetUniformiv(computeProgram,loc,params);
  worldNormalImageBinding=params.get(0);
  glUseProgram(0);
}

private void initComputeProgram ( ) { glUseProgram ( computeProgram ) ; IntBuffer workGroupSize = BufferUtils . createIntBuffer ( 3 ) ; glGetProgramiv ( computeProgram , GL_COMPUTE_WORK_GROUP_SIZE , workGroupSize ) ; workGroupSizeX = workGroupSize . get ( 0 ) ; workGroupSizeY = workGroupSize . get ( 1 ) ; timeUniform = glGetUniformLocation ( computeProgram , "time" ) ; blendFactorUniform = glGetUniformLocation ( computeProgram , "blendFactor" ) ; bounceCountUniform = glGetUniformLocation ( computeProgram , "bounceCount" ) ; IntBuffer params = BufferUtils . createIntBuffer ( 1 ) ; int loc = glGetUniformLocation ( computeProgram , "framebufferImage" ) ; glGetUniformiv ( computeProgram , loc , params ) ; framebufferImageBinding = params . get ( 0 ) ; loc = glGetUniformLocation ( computeProgram , "worldPositionImage" ) ; glGetUniformiv ( computeProgram , loc , params ) ; worldPositionImageBinding = params . get ( 0 ) ; loc = glGetUniformLocation ( computeProgram , "worldNormalImage" ) ; glGetUniformiv ( computeProgram , loc , params ) ; worldNormalImageBinding = params . get ( 0 ) ; glUseProgram ( 0 ) ; }
initialize the compute shader .
