GLSL Multi bug in 3715?

I’m feeding two images to a GLSL Multi.

then:
uniform sampler2D sInput1;
uniform sampler2D sInput2;

void main()
{
vec4 colorMask = texture2D(sInput2,vec2(gl_TexCoord[0].s,gl_TexCoord[0].t));
gl_FragColor = colorMask;

}

No matter which sInput I use, I always only see the first input.

Is this a bug? Admittedly I’m a newbie at glsl but this seems a pretty straightforward problem.
d

This sounds like a bug that appeared in the Windows 7 Nvidia drivers. If you change the shader in a non-innocuous way, does it work correctly?

eg

gl_FragColor = colorMask + vec4(0.01, 0.0, 0.0, 0.0);

This bug usually only shows up when a shader is changed in a way that doesn’t actually change the underlaying code (such as adding whitespace or comments).