The name of the uniforms isn't properly cut.
This is because of the code at the constructor of ShaderUniform:
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internal ShaderUniform(ShaderProgram owner, int uniformLoc, string name, int size, UniformType type) |
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{ |
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OwnerProgram = owner; |
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UniformLocation = uniformLoc; |
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Size = size; |
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UniformType = type; |
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// The name might come as array name for array uniforms. |
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// We need to turn the name "arrayUniform[0]" into just "arrayUniform" |
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int nameIndexOfThing = name.LastIndexOf('['); |
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Name = nameIndexOfThing > 0 ? name.Substring(0, nameIndexOfThing) : name; |
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From the relevant discord conversation:

The name of the uniforms isn't properly cut.
This is because of the code at the constructor of ShaderUniform:
TrippyGL/TrippyGL/ShaderUniform.cs
Lines 49 to 60 in 2ef708c
From the relevant discord conversation:
