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Don't crash if GS/TES shader reflection failed to fetch
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@@ -752,7 +752,7 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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GLuint lastFeedbackProg = 0;
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if(tesShad || gsShad)
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if(tesRefl || gsRefl)
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{
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ShaderReflection *lastRefl = gsRefl;
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