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Don't call glDetachShader().
Some drivers don't like it.
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@ -466,17 +466,11 @@ static GLuint compile_program(const char *vertex, const char *fragment, unsigned
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}
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// Clean up dead memory. We're not going to relink the program.
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// Detaching first seems to kill some mobile drivers (according to the intertubes anyways).
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if (vert)
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{
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glDetachShader(prog, vert);
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glDeleteShader(vert);
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}
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if (frag)
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{
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glDetachShader(prog, frag);
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glDeleteShader(frag);
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}
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glUseProgram(prog);
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GLint location = get_uniform(prog, "Texture");
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