This bug involves the .glsl shaders residing in .system (for example, overlay.glsl, default.glsl, noshader.glsl)
Currently these shaders are sent to runShaderPass with incomplete initialization - in particular, all uniformLocations are passed in as 0's.
As it stands, the only uniform in these shaders was the sampler2D Texture, so the only consequences up until now were just a bunch of wrong-type error no-op's. However, I am trying to implement OrigTexture support, and it's fighting over this same uniform location of 0.
Proposed fix in upcoming PR (will link here)