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 ) ; eyeUniform = glGetUniformLocation ( computeProgram , "eye" ) ; ray00Uniform = glGetUniformLocation ( computeProgram , "ray00" ) ; ray10Uniform = glGetUniformLocation ( computeProgram , "ray10" ) ; ray01Uniform = glGetUniformLocation ( computeProgram , "ray01" ) ; ray11Uniform = glGetUniformLocation ( computeProgram , "ray11" ) ; 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 ) ; glUseProgram ( 0 ) ; }
target:  Initialize the compute shader.