Correct the glBufferData's usage argument: in UBO and VBO cases, it should be GL_STATIC_DRAW.
Remove UBO from the fragment shader and come back to the default of only 5 concurrent fragment effects. All because UBOs in fragment shader crash on Adreno 510 and Adreno 506.
Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.