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Identify gl_BaseVertex/Instance and gl_DrawID as builtin parameters
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@@ -620,6 +620,9 @@ rdcstr DoStringise(const ShaderBuiltin &el)
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STRINGISE_ENUM_CLASS_NAMED(DepthOutput, "Depth Output");
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STRINGISE_ENUM_CLASS_NAMED(DepthOutputGreaterEqual, "Depth Output (GEqual)");
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STRINGISE_ENUM_CLASS_NAMED(DepthOutputLessEqual, "Depth Output (LEqual)");
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STRINGISE_ENUM_CLASS_NAMED(BaseVertex, "Base Vertex");
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STRINGISE_ENUM_CLASS_NAMED(BaseInstance, "Base Instance");
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STRINGISE_ENUM_CLASS_NAMED(DrawIndex, "Draw Index");
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STRINGISE_ENUM_CLASS_NAMED(StencilReference, "Stencil Ref Value");
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STRINGISE_ENUM_CLASS_NAMED(PointCoord, "Point Co-ord");
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STRINGISE_ENUM_CLASS_NAMED(IsHelper, "Is Helper");
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@@ -2117,6 +2117,12 @@ void MakeShaderReflection(GLenum shadType, GLuint sepProg, ShaderReflection &ref
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sig.systemValue = ShaderBuiltin::VertexIndex;
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if(IS_BUILTIN("gl_InstanceID"))
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sig.systemValue = ShaderBuiltin::InstanceIndex;
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if(IS_BUILTIN("gl_BaseVertex"))
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sig.systemValue = ShaderBuiltin::BaseVertex;
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if(IS_BUILTIN("gl_BaseInstance"))
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sig.systemValue = ShaderBuiltin::BaseInstance;
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if(IS_BUILTIN("gl_DrawID"))
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sig.systemValue = ShaderBuiltin::DrawIndex;
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// VS built-in outputs
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if(IS_BUILTIN("gl_Position"))
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