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OpenGL Weird driver bug or what?

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I have this strange strange bug in my OpenGL program.

C++ file:
GLint loc0 = water_main->GetProgramUniformLocation("DeltaTime"); //location is valid, I checked
glUniform4f(loc0, 1.0f, 1.0f, 1.0f, 1.0f);

fragment shader top:
uniform vec4 DeltaTime;

fragment shader inside main:
OUT_COLOR = vec4(DeltaTime.x, DeltaTime.y, DeltaTime.z, 1.0);

With that code, the fragment is not drawn at all, same effect as discard

if I do:
OUT_COLOR = vec4(1.0, 1.0, 1.0, 1.0);

then it works fine,
I tried clamping value, I tried many different things, same crap happens.

I am using 285.62 nvidia drivers on 590 gtx, anyone have some similar error?

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