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Explicit uniform buffer location

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Is there a way to specify explicit uniform buffer location in GLSL?

I am aware of the "layout (binding = 0)" specifier, but that's not what I'm looking for.


What I want is something like:

// GLSL code
layout (location = 4) uniform SomeBuffer

// C Code
assert(4 == glGetUniformBlockIndex(ProgramID, "SomeBuffer"));

But layout(location) doesn't seem to work for uniform buffers.

Is there a way to do it?

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