As OpenGL ES does not support shared "uniform blocks" I was wondering if there is a way I can put matrices that can be referenced by a number of different shaders, a simple example would be a worldToViewport or worldToEye which would not change for an entire frame and which all shaders would reference. I saw one post where one uses 3 or 4 dot calls on a vertex to transform it from 4 "column vectors", but wondering if there is a way to assign the buffer data to a "mat4" in the shader.
Ah yes the need for this is webGL which at the moment it seems only to support openGLES 2.0.
I wonder if it supports indexed attribute buffers as I assume they don't need to be any specified size relative to the size of the position vertex array.
Then if one can use a hard coded or calculated index into the attribute buffer ( in the shader ) and if one can bind more than one attribute buffer at a time, and access all "bound to the shader" buffers simultaneously in a shader ...
I see if all true might work. I need a good language/architecture reference on shaders as I am somewhat new to shader programming as I I'm trying to deign a wall without knowing the shapes of the bricks :)