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	GL: Bind the textures to the shaders used for drawing.
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				@ -524,10 +524,10 @@ void main() {
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform sampler2D color_texture;
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uniform sampler2D tex[32];
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void main() {
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    color = vec4(1.0, 0.0, 1.0, 0.0);
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    color = texture(tex[0], frag_tex_coord);
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}
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)";
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@ -548,6 +548,15 @@ void main() {
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    state.draw.shader_program = test_shader.shader.handle;
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    state.Apply();
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    for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
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        // Set the texture samplers to correspond to different texture units
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        std::string uniform_name = "tex[" + std::to_string(texture) + "]";
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        GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
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        if (uniform_tex != -1) {
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            glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
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        }
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    }
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    if (has_ARB_separate_shader_objects) {
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        state.draw.shader_program = 0;
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        state.Apply();
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