I heard that I can bind several V/G/F shader objects to one program object. But what happens when I call glLinkProgram ?
Which shaders for each stage will be choosed ? Or do I have to set, in some way, actual shader to link in every stage?
Thank very much for solving this out :).
I have also additional question about binding params to shader program:
- When I can bind (attrib locations/uniforms like matrices, textures) and when I should bind them to minimize recompilation of glsl program or need to relinking it?