_bindUniforms( bindings ) {

		const { gl, state } = this;

		for ( const bindGroup of bindings ) {

			for ( const binding of bindGroup.bindings ) {

				const bindingData = this.get( binding );
				const index = bindingData.index;

				if ( binding.isUniformsGroup || binding.isUniformBuffer ) {

					// TODO USE bindBufferRange to group multiple uniform buffers
					state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );

				} else if ( binding.isSampledTexture ) {

					state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );

				}

			}

		}

	}
Binds the given uniforms.

@private
@param {Array<BindGroup>} bindings - The bindings.