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	gl_shader_manager: Implement SetShaderSamplerBindings.
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				| @ -38,6 +38,14 @@ void SetShaderSamplerBindings(GLuint shader) { | |||||||
|     cur_state.Apply(); |     cur_state.Apply(); | ||||||
| 
 | 
 | ||||||
|     // Set the texture samplers to correspond to different texture units
 |     // Set the texture samplers to correspond to different texture units
 | ||||||
|  |     for (u32 texture = 0; texture < 32; ++texture) { | ||||||
|  |         // Set the texture samplers to correspond to different texture units
 | ||||||
|  |         std::string uniform_name = "tex[" + std::to_string(texture) + "]"; | ||||||
|  |         GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str()); | ||||||
|  |         if (uniform_tex != -1) { | ||||||
|  |             glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id); | ||||||
|  |         } | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     cur_state.draw.shader_program = old_program; |     cur_state.draw.shader_program = old_program; | ||||||
|     cur_state.Apply(); |     cur_state.Apply(); | ||||||
|  | |||||||
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