Hi there!

I'm writing a (german) introduction for glSlang, as a kind of a huge tutorial on that matter. And for this I wanted to also write a simple example to show and explain my readers a basic shader, but I directly ran into problems, as the following (simple) shader exceedes the maximum number of texture indirections :
Code :
uniform sampler2D texSamplerTMU0;
uniform sampler2D texSamplerTMU1;
uniform sampler2D texSamplerTMU2;
uniform sampler2D texSamplerTMU3;
 
void main(void)
{
 vec4 RGB = texture2D(texSamplerTMU0, vec2(gl_TexCoord[0]));
 
 gl_FragColor = texture2D(texSamplerTMU1, vec2(gl_TexCoord[0]))*RGB.r+
                texture2D(texSamplerTMU2, vec2(gl_TexCoord[0]))*RGB.g+
                texture2D(texSamplerTMU3, vec2(gl_TexCoord[0]))*RGB.b;
}
Since the Radeon is supposed to support far more than only four indirections, I'm a bit surprised, especially because I'm doing only one texturesample per texture unit.
Texturesamplers are set as follows (via glUniform1iARB in my App) :
Code :
glUniform1iARB(glSlang_GetUniLoc(ProgramObject, 'texSamplerTMU0'), 0);
glUniform1iARB(glSlang_GetUniLoc(ProgramObject, 'texSamplerTMU1'), 1);
glUniform1iARB(glSlang_GetUniLoc(ProgramObject, 'texSamplerTMU2'), 2);
glUniform1iARB(glSlang_GetUniLoc(ProgramObject, 'texSamplerTMU3'), 3);
I suppose that this is a problem with the beta glSlang-Implementation of Catalyst (using 3.10 here), cause the same shader works like a charm in ARB_FP.

Any help would be appreciated. I also tried a blur-shader in glSlang, where I encountered the same problem.