In OpenGL 4.1 the separate_shader_objects extension made it into core.
I know that I'm able to create/use a program pipeline object using gl{Gen,Bind}ProgramPipeline(). But how do I set Uniforms for this pipeline?
I've read of glProgramUniform() but don't really understand it.
I think that glProgramUniform takes a (separable) program object.
When I now use a previously created program object as stage for a program pipeline and afterwards call glProgramUniform on this program object, will this affect the whole pipeline? Or do I have to call glProgramUniform for every single program object again?