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GLSL struct uniform with array field

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I have something like the following in my shader:

struct Foo
mat4 ArrayOfMatrices[50];

uniform Foo myuniforms;

And then I upload data in the application with

int loc = glGetUniformLocation(prog,"myuniforms.ArrayOfMatrices");

Something is going wrong when I try to use the contents of the array in the shader, no errors, I just seem to get bad data. If I move the array out of the struct so there's just a free floating "uniform mat4 ArrayOfMatrices[50]" then everything works fine. Does anybody have any idea what could be going wrong? Is what I'm trying to do not supported?

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