Hello,
I am wondering how to use one instance of GLSLShader with multiple objects.
I am pointing to the situation when my shader is using additional uniform value, and each object where shader will be applied have different value for that uniform.
What I read in docs:
* I can call setUniform() to pass value during runtime
* I can call Object3D.setRenderHook() to assign shader to object.
* I can overwrite beforeRendering() method to pass my uniforms
My question is how to detect which obejct3d my shared is currently rendering?
Thanks for help,
Wojtek