- for (unsigned int i = 0; i < storage->array_elements; i++) {
- prog->SamplerUnits[storage->sampler + i] = storage->storage[i].i;
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < storage->array_elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
+
+ shader->SamplerUnits[index] = storage->storage[i].i;
+ }
+ }