Fix total_uniforms uninitialized if missing shader program
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@ -208,7 +208,7 @@ void SPShader::bindTextures(const std::array<GLuint, 6>& tex,
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void SPShader::addAllUniforms(RenderPass rp)
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{
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#ifndef SERVER_ONLY
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GLint total_uniforms;
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GLint total_uniforms = 0;
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glGetProgramiv(m_program[rp], GL_ACTIVE_UNIFORMS, &total_uniforms);
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static const std::map<GLenum, std::type_index> supported_types =
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{
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