protected override void BuildConstantDefinitions()
{
// We need an accurate list of all the uniforms in the shader, but we
// can't get at them until we link all the shaders into a program object.
// Therefore instead, parse the source code manually and extract the uniforms
CreateParameterMappingStructures(true);
GLSLLinkProgramManager.Instance.ExtractConstantDefs( Source, constantDefs, Name );
// Also parse any attached sources
foreach (var childShader in attachedGLSLPrograms)
{
GLSLLinkProgramManager.Instance.ExtractConstantDefs(
childShader.Source, constantDefs, childShader.Name);
}
}