message: Test that dirty pipelines can still be shader-edited properly
diff: @@ -160,6 +160,13 @@ void main()
  glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
  glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
  + // force the pipeline to be dirty
  + for(int i = 0; i < 100; i++)
  + {
  + glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
  + glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
  + }
  +
  glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
  // render offscreen to make picked values accurate
  