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Save location as vec if variable is not buffer backed
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@@ -932,8 +932,20 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
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continue;
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}
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var.reg.vec = values[6] / 16;
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var.reg.comp = (values[6] / 4) % 4;
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if(values[6] == -1 && values[3] >= 0)
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{
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var.reg.vec = values[3];
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var.reg.comp = 0;
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}
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else if(values[6] >= 0)
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{
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var.reg.vec = values[6] / 16;
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var.reg.comp = (values[6] / 4) % 4;
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}
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else
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{
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var.reg.vec = var.reg.comp = ~0U;
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}
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create_array_uninit(var.name, values[2]+1);
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gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, var.name.elems);
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