mGlAbstraction.GetActiveUniform( mProgramId, (GLuint)i, uniformMaxNameLength,
&nameLength, &number, &type, name );
- if( type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE ) /// Is there a native sampler type?
+ if( type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE || type == GL_SAMPLER_EXTERNAL_OES )
{
GLuint location = mGlAbstraction.GetUniformLocation( mProgramId, name );
samplerNames.push_back(name);