Implement type generation for user uniforms in vertex shader.
diff --git a/rsShaderCache.cpp b/rsShaderCache.cpp
index 0d9863d..8ac2487 100644
--- a/rsShaderCache.cpp
+++ b/rsShaderCache.cpp
@@ -132,7 +132,7 @@
                 LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
             }
         }
-        for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
+        for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
             e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct));
             if (rsc->props.mLogShaders) {
                 LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);