GLSL vertex shader uniform sharing


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!

Is this still possible with GLSL?
No, as you said uniforms are per program object, not per vertex shader. Binding a new program object means using a different set of uniforms.