Material Textures changed behaviour?

Since the last editor update, my custom textures that I input into my fragment shader is displayed as all black if I use the predefined textures in my material.

SCENE_TEXTURE is defined in my material as texture 0.
This code…

uniform lowp sampler2D SCENE_TEXTURE;

void main()
{
    gl_FragColor = texture2D(SCENE_TEXTURE, var_texcoord0.xy);
}

…gets me a black screen (before the update it worked fine)
while this code…

uniform lowp sampler2D ANY_OTHER_NAME;

void main()
{
    gl_FragColor = texture2D(ANY_OTHER_NAME, var_texcoord0.xy);
}

…using any name other than the ones defined in my material, draws the enabled texture as expected.

Is this related to the sampler-feature and if so, how do I unbreak my heart (code) ?

This is a simplified version of my shader for increased clarity. The original one uses two samplers to take in a scene texture and a shadow map that it blends together.

Yes, this is a known issues that will be fixed in the next release. The workaround is to just add textures/samplers in the “samplers” entry for the material you’re using and set the texture filtering to “TEXTURE_FILTER_LINEAR”.

Thanks, that did the trick!