1+ Uv set coordinate per mesh

Hey

I’m trying to understand how I could create/access a multi UV coordinate data in my batch render.

Esentially when I create buffers it goes something like this:

glBuffer vertex =  glBuffer(args); 
glBuffer normals =  glBuffer(args); 
glBuffer indices =  glBuffer(args); 
glBuffer uv =  glBuffer(args); /// working idea? 

std::vector<vertor3> vertexList; 
std::vector<vertor3> normalsList; 
std::vector<int> indicesList; 
std::vector<vertor2> uvList ; 

for (auto *mesh:meshList){ 
    vertexList.emplace_back(mesh->vertexList); 
    normalsList.emplace_back(mesh->normalsList); 
    indicesList.emplace_back(mesh->indicesList); 
    for (auto &uvData:mesh->uvList){ /// 1 mesh can have 2 channels, second mesh can have 12 channels , other mesh can have 10 channels of uv coordinates. 
        uvList.emplace_back(uvData); 
    } 
} 

vertex.allocate(args); 
normals.allocate(args); 
indices.allocate(args); 
uv.allocate(args); 

Bonding goes something like :

vertex.bind();
indices.bind();
shader->enableAttributeArray("position");
shader->setAttributeBuffer("position", GL_FLOAT, 0, 3, sizeof(QVector3D));

normals.bind();
shader->enableAttributeArray("color");
shader->setAttributeBuffer("color", GL_FLOAT, 0, 3, sizeof(QVector3D));

uv.bind();
shader->enableAttributeArray("uvTexCord");
shader->setAttributeBuffer("uvTexCord", GL_FLOAT, 0, 2, sizeof(QVector2D));

The rendering would go something like this :

for (auto *mesh:meshList){ 
shader->setUniformData(camMatrix*mesh->transform) /// for mesh position in scene; 
/// I could pass here something like shader->setUniformData(mesh->uvList.size()) to pass how many uv channels that given mesh has. Then in fragment shader, I could "somehow" - thats the question here, pick the corrct uv coordinate ? 
glDrawElementsBaseVertex(); //// to draw the mesh with correct offset of vertex/etc data. 

Qustion is as commented above, how can I access that uv coordinate in fragment shader/vertex shader. Or else, if this is wrong, how can I do it in general? I’m lost…

Regards
Dariusz