Hi!, im new in shaders programming, and this is what i want to do:

i want to create multiples objects and send to a texture shader the World screen coordinates as a uniform, to do the postprocessing. which is the best way to update a uniform for each object? its possible to create a attribute with this values per instances?

the value that change per object is call `lightPos`

thanks

```
#include "ofApp.h"
float value = 0.2;
ofSpherePrimitive sphere;
ofSpherePrimitive sphere2;
ofShader shader;
ofShader radial;
ofFbo fbo;
ofFbo radialBuffer;
ofTexture texture;
glm::vec3 v(0.f, 0.f, -500.f);
glm::vec3 v2(-100.f, 0.f, -500.f);
glm::vec3 f;
glm::vec3 f2;
//--------------------------------------------------------------
void ofApp::setup(){
ofBackground(20);
sphere.setRadius( 50 );
ofSetSphereResolution(24);
shader.load("vertex.glsl", "fragment.glsl");
radial.load("vertexRadial.glsl","fragmentRadial.glsl");
fbo.allocate(1000, 1000);
radialBuffer.allocate(1000, 1000);
texture.allocate(1000, 1000, GL_RGBA);
}
//--------------------------------------------------------------
void ofApp::update(){
}
//--------------------------------------------------------------
void ofApp::draw(){
fbo.begin();
ofClear(0);
cam.begin();
shader.begin();
sphere.setPosition(v2.x, v2.y, v2.z);
sphere.draw();
sphere2.setPosition(v.x, v.y, v.z);
sphere2.draw();
shader.end();
cam.end();
fbo.end();
radialBuffer.begin();
ofClear(0);
radial.begin();
f = cam.worldToScreen(v);
radial.setUniform3f("ligthPos", f.x, f.y, f.z);
f2 = cam.worldToScreen(v2);
radial.setUniform3f("ligthPos", f2.x, f2.y, f2.z);
fbo.draw(0,0);
radial.end();
radialBuffer.end();
radialBuffer.draw(0,0);
}
```