updateShaderResolutionUniforms() {
    const { shaderCache } = cc;

    const depthProgram = shaderCache.programForKey('Depth');
    depthProgram.use();
    depthProgram.setUniformLocationWith2f(depthProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const depthTestProgram = shaderCache.programForKey('DepthTest');
    depthTestProgram.use();
    depthTestProgram.setUniformLocationWith2f(depthTestProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const fxaaProgram = shaderCache.programForKey('FXAA');
    fxaaProgram.use();
    fxaaProgram.setUniformLocationWith2f(fxaaProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const glowNoiseProgram = shaderCache.programForKey('GlowNoise');
    glowNoiseProgram.use();
    glowNoiseProgram.setUniformLocationWith2f(glowNoiseProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const glowProgram = shaderCache.programForKey('Glow');
    glowProgram.use();
    glowProgram.setUniformLocationWith2f(glowProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const chromaticProgram = shaderCache.programForKey('Chromatic');
    chromaticProgram.use();
    chromaticProgram.setUniformLocationWith2f(chromaticProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const lightingProgram = shaderCache.programForKey('Lighting');
    lightingProgram.use();
    lightingProgram.setUniformLocationWith1f(lightingProgram.loc_depthRange, cc.winSize.height);

    const distortionProgram = shaderCache.programForKey('Distortion');
    distortionProgram.use();
    distortionProgram.setUniformLocationWith2f(distortionProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const waterProgram = shaderCache.programForKey('Water');
    waterProgram.use();
    waterProgram.setUniformLocationWith2f(waterProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const shockwaveProgram = shaderCache.programForKey('Shockwave');
    shockwaveProgram.use();
    shockwaveProgram.setUniformLocationWith2f(shockwaveProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const vortexProgram = shaderCache.programForKey('Vortex');
    vortexProgram.use();
    vortexProgram.setUniformLocationWith2f(vortexProgram.loc_resolution, cc.winSize.width, cc.winSize.height);

    const fireWaveProgram = shaderCache.programForKey('FireLinearWave');
    fireWaveProgram.use();
    fireWaveProgram.setUniformLocationWith2f(fireWaveProgram.loc_resolution, cc.winSize.width, cc.winSize.height);
  }
Updates all shader uniforms that are based on window resolution/size.