Now that the gl_*Matrix is deprecated we need to supply the shaders with our own matrices via uniforms. So far so good.

Imagine I have the following part of a vertex shader:

```
...
uniform mat4 my_projection_mat;
uniform mat4 my_modelview_mat;
...
gl_Position = (my_projection_mat * my_modelview_mat) * my_vertex;
...
```

My question is: Will the driver perform the (my_projection_mat * my_modelview_mat) calculation for every vertex? Or it will understand that this calculation needs to be done only once?