I see thank you. I wanted to use them because I have several cubemaps I'm using inside my shader for omnidirectional shadow mapping and the compiler doesn't support sampler variable indexing. My current solution is to hard-code going through an array of them (below they're in in point_light_shadow_maps[]) so only constants are used for indexing
It feels more like a hack than a solution; after doing some profiling the bottlenecks are elsewhere in the program but still, if anyone has any ideas for better ways this could be done I'd love to hear it