if (params->Parameters[i].Type != PROGRAM_UNIFORM)
continue;
- unsigned location;
- const bool found =
- shader_program->UniformHash->get(location, params->Parameters[i].Name);
- assert(found);
-
- if (!found)
- continue;
+ unsigned location = params->Parameters[i].UniformStorageIndex;
struct gl_uniform_storage *storage =
&shader_program->data->UniformStorage[location];