In the current GLSL, you have to all glGetUniformLocationARB to get the “constant number/location” of your uniform… Why not to do as Direct3D HLSL:
void main ( unifrom float4 lightPos : register(C0) )
void main ( uniform sampler2D baseTex : register(S0) )
where C0 is contant 0(loc==0) and S0 is sampler 0 ( loc==0 ) ???
Ok, I can understand that forcing the uniform location can affect optimization, but…
thx in advance.