shaderState.bind(gl);
vao.bind(gl);
int spaceshipLoc = gl.glGetUniformLocation(shaderProgram.program(), "spaceshipTex");
gl.glUniform1i(spaceshipLoc, 0);
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, spaceshipTex.getTextureObject(gl));
int explosionLoc = gl.glGetUniformLocation(shaderProgram.program(), "explosionTex");
gl.glUniform1i(explosionLoc, 1);
gl.glActiveTexture(GL.GL_TEXTURE0 + 1);
gl.glBindTexture(GL.GL_TEXTURE_2D, explosionTex.getTextureObject(gl));