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More accurate comment.
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@@ -200,9 +200,9 @@ void Shader::mapActiveUniforms()
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(u.type);
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// Initialize all samplers to 0. I'm not sure whether this is needed on
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// desktop GL or not, but on some Android devices they don't seem to be
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// initialized to 0 by default...
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// Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to
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// do this themselves, but some Android devices (galaxy tab 3 and 4)
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// don't seem to do it...
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if (u.baseType == UNIFORM_SAMPLER)
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glUniform1i(u.location, 0);
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