Remove an assert statement to do with uniforms and element indexes.

This assert could trigger false positives on sampler types. We should eventually
replace our uniform handling logic with something more consistent with D3D11's
"everything is a constant buffer" model.

TRAC #23749

Signed-off-by: Shannon Woods
Signed-off-by: Nicolas Capens

diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 7aee526..6893e66 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -1455,14 +1455,8 @@
         {
             unsigned int componentCount = (4 - uniform->registerElement);
 
-            // we always assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+            // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
             // overwrite previously written regions of memory.
-            if (uniformIndex > 0)
-            {
-                gl::Uniform *previousUniform = (*uniformArray)[uniformIndex-1];
-                ASSERT(!uniform->isReferencedByVertexShader() || previousUniform->vsRegisterIndex != uniform->vsRegisterIndex || uniform->registerElement > previousUniform->registerElement);
-                ASSERT(!uniform->isReferencedByFragmentShader() || previousUniform->psRegisterIndex != uniform->psRegisterIndex || uniform->registerElement > previousUniform->registerElement);
-            }
 
             if (uniform->isReferencedByVertexShader() && mapVS)
             {