Properly initialize uniform.dirty;
@@ -2027,6 +2027,7 @@ static void lovrShaderSetupUniforms(Shader* shader) {
#endif
uniform.textureType = getUniformTextureType(glType);
uniform.baseSlot = uniform.type == UNIFORM_SAMPLER ? textureSlot : (uniform.type == UNIFORM_IMAGE ? imageSlot : -1);
+ uniform.dirty = false;
int blockIndex;
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_BLOCK_INDEX, &blockIndex);
