This bug involves the .glsl shaders residing in .system (for example, overlay.glsl, default.glsl, noshader.glsl)
Currently these shaders are sent to runShaderPass with incomplete initialization - in particular, all uniformLocations are passed in as 0's.
As it stands, the only uniform in these shaders was the sampler2D Texture, so the only consequences up until now were just a bunch of wrong-type error no-op's. However, I am trying to implement OrigTexture support, and it's fighting over this same uniform location of 0.
Proposed fix in upcoming PR (will link here)
This bug involves the .glsl shaders residing in .system (for example, overlay.glsl, default.glsl, noshader.glsl)
Currently these shaders are sent to runShaderPass with incomplete initialization - in particular, all uniformLocations are passed in as 0's.
As it stands, the only uniform in these shaders was the sampler2D Texture, so the only consequences up until now were just a bunch of wrong-type error no-op's. However, I am trying to implement OrigTexture support, and it's fighting over this same uniform location of 0.
Proposed fix in upcoming PR (will link here)