Ignore uniform blocks when inspecting shader uniforms;
@@ -179,6 +179,10 @@ Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource) {
uniform.components = getUniformComponents(uniform.glType);
uniform.baseTextureSlot = (uniform.type == UNIFORM_SAMPLER) ? textureSlot : -1;
+ if (uniform.location == -1) {
+ continue;
+ }
+
switch (uniform.type) {
case UNIFORM_FLOAT:
uniform.size = uniform.components * uniform.count * sizeof(float);
