question: 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 ) ; }
target:  Initialize the compute shader.