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Make sure to copy across attrib location values from 'real' vs program
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@@ -1705,6 +1705,13 @@ void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID)
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// we don't want to do any work, so just discard before rasterizing
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gl.glEnable(eGL_RASTERIZER_DISCARD);
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// copy attrib locations from real program
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for(int32_t i=0; i < vsRefl->InputSig.count; i++)
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{
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GLint idx = gl.glGetAttribLocation(vsProgSrc, vsRefl->InputSig[i].varName.elems);
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gl.glBindAttribLocation(vsProg, (GLuint)idx, vsRefl->InputSig[i].varName.elems);
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}
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varyings.clear();
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uint32_t stride = 0;
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