I am writing a program that uses two different shaders for different primitives. My question is: if I bind a program, send it uniform variables, then use another shader program and come back to the first one, will the passed uniform values remain? Here is some pseudocode:

glUseProgram(shader1);
glUniform(shader1,...);
//stuff

for(elements in a list) {
    if(element.type = 1) {
        glUseProgram(shader2);
        element.draw();
    } else {
        glUseProgram(shader1); //Here, do the uniforms from above remain, if shader2 was bound before?
        element.draw();
    }
}
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