Can anyone share any best practices they’ve found while converting existing GLSL shaders to use UBOs? Or just best practices with UBOs in general? I’m curious to know if it is worth making a uniform block even if it only contains a single field (e.g. the model-view-projection matrix) but the field is used across a large number of shaders. I’m under the impressive that this is worthwhile since you would only set this value once per frame with glBufferSubData, etc instead of using glUniformMatrix per shader.