Texture units were not being properly associated with the shader uniform variables.
@@ -487,6 +487,7 @@ static void program_set_param_data(struct gs_program *program,
}
} else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
+ glUniform1i(pp->obj, pp->param->texture_id);
device_load_texture(program->device, pp->param->texture,
pp->param->texture_id);