I’m doing skinning with vertex shaders. With arb programs it was possible to bind the vertex shader and set the bone matrices once for the entire model. After that I could change the fragment program seperately to render the different material groups of the model.
Is this still possible with GLSL? The problem is that a shader object in GLSL is a combination of vertex and fragment program and I can only set uniforms for that combination. So do I have to transfer the required skeleton matrices again for each material/fragmentshader group?
Thanks in advance!