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When doing quad resolve on GL, bind image as layered
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@@ -1449,7 +1449,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
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drv.glStencilMask(0);
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drv.glViewport(0, 0, texDetails.width, texDetails.height);
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drv.glBindImageTexture(0, quadtexs[2], 0, GL_FALSE, 0, eGL_READ_WRITE, eGL_R32UI);
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drv.glBindImageTexture(0, quadtexs[2], 0, GL_TRUE, 0, eGL_READ_WRITE, eGL_R32UI);
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GLuint emptyVAO = 0;
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drv.glGenVertexArrays(1, &emptyVAO);
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