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Use correct location for UBOs
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@@ -617,7 +617,7 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
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GLint loc = gl.glGetUniformBlockIndex(curProg, refl.ConstantBlocks.elems[i].name.elems);
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if(loc >= 0)
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{
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gl.glGetActiveUniformBlockiv(curProg, refl.ConstantBlocks.elems[i].bufferAddress, eGL_UNIFORM_BLOCK_BINDING, dummyReadback);
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gl.glGetActiveUniformBlockiv(curProg, loc, eGL_UNIFORM_BLOCK_BINDING, dummyReadback);
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refl.ConstantBlocks.elems[i].bindPoint = dummyReadback[0];
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}
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}
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