+ int bind_point = (iface.layout ? get_layout_value(*iface.layout, "binding") : -1);
+
+ if(bind_point>=0)
+ {
+ used_bindings[0].insert(bind_point);
+ uniforms[iface.block_name].bind_point = bind_point;
+ }
+ else
+ unbound_blocks.push_back(&iface);