commit a93931da33eaae5ac0adfc1467af794eb8a39b4a
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Thu Mar 30 12:07:38 2017 +0100

    Bugfix (samplers need to be sent to shaders as INTEGER Uniform

diff --git a/src/main/java/org/distorted/library/EffectQueuePostprocess.java b/src/main/java/org/distorted/library/EffectQueuePostprocess.java
index 88cf8a5..4eba577 100644
--- a/src/main/java/org/distorted/library/EffectQueuePostprocess.java
+++ b/src/main/java/org/distorted/library/EffectQueuePostprocess.java
@@ -284,7 +284,7 @@ class EffectQueuePostprocess extends EffectQueue
       GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset);
       GLES30.glUniform1i( mRadius1H, radius);
       GLES30.glUniform1f( mDepth1H , 1.0f-surface.mNear);
-      GLES30.glUniform1f( mColorTexture1H , 0 );
+      GLES30.glUniform1i( mColorTexture1H , 0 );
       for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
       GLES30.glUniform1fv( mOffsets1H ,radius+1, mOffsets,0);
       GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
@@ -300,8 +300,8 @@ class EffectQueuePostprocess extends EffectQueue
       GLES30.glUniform1fv( mWeights2H, radius+1, weightsCache,offset);
       GLES30.glUniform1i( mRadius2H, radius);
       GLES30.glUniform1f( mDepth2H , 1.0f-surface.mNear);
-      GLES30.glUniform1f( mColorTexture2H , 0 );
-      GLES30.glUniform1f( mDepthTexture2H , 1 );
+      GLES30.glUniform1i( mColorTexture2H , 0 );
+      GLES30.glUniform1i( mDepthTexture2H , 1 );
       for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
       GLES30.glUniform1fv( mOffsets2H ,radius+1, mOffsets,0);
       GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
