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Fix double-application of index byte offset in GL vertex picking
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@@ -1430,9 +1430,8 @@ uint32_t GLReplay::PickVertex(uint32_t eventId, int32_t width, int32_t height,
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gl.glBufferSubData(eGL_SHADER_STORAGE_BUFFER, 0, sizeof(uint32_t) * 4, &reset);
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gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 1, DebugData.pickVBBuf);
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gl.glBindBufferRange(
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eGL_SHADER_STORAGE_BUFFER, 2, DebugData.pickIBBuf, (GLintptr)cfg.position.indexByteOffset,
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(GLsizeiptr)(cfg.position.indexByteOffset + sizeof(uint32_t) * cfg.position.numIndices));
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gl.glBindBufferRange(eGL_SHADER_STORAGE_BUFFER, 2, DebugData.pickIBBuf, (GLintptr)0,
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(GLsizeiptr)(sizeof(uint32_t) * cfg.position.numIndices));
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gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 3, DebugData.pickResultBuf);
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gl.glDispatchCompute(GLuint((cfg.position.numIndices) / 128 + 1), 1, 1);
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