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GLES30.glUniform1i(uTextureHandle, 0) // 0 as far as it's slot number 0 | |
GLES30.glActiveTexture(GLES30.GL_TEXTURE0) // same texture slot which we've used on initialization | |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, uTextureId) |
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