onBaseDrawSetAdditionalUniforms(shaderProgram) {
    // bind cube map and other uniforms to the CoreGem shader
    const cubemapTexture = cc.textureCache.getTextureForKey(RSX.core_gem_cubemap.name);
    if (cubemapTexture != null) {
      const gl = cc._renderContext;
      shaderProgram.setUniformLocationWith2f(shaderProgram.loc_texResolution, this._texture.getPixelsWide(), this._texture.getPixelsHigh());
      shaderProgram.setUniformLocationWith1f(shaderProgram.loc_time, this.getFX().getTime() * (this.timeScale || 1.0));
      shaderProgram.setUniformLocationWith1f(shaderProgram.loc_gemSeed, this.gemSeed);
      gl.activeTexture(gl.TEXTURE1);
      gl.bindTexture(gl.TEXTURE_CUBE_MAP, cubemapTexture.getGLTexture());
    }
  }
Overrides the abstract method from BaseSprite in order to set custom uniform values for the CoreGem shader
@override
@param {Object} shaderProgram