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Explicitly skip system builtin inputs in GL reflection
* Some drivers (e.g. macOS) will still return a location even for gl_.. builtins
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@@ -2277,6 +2277,10 @@ void GetBindpointMapping(GLuint curProg, int shadIdx, ShaderReflection *refl,
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{
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for(int32_t i = 0; i < refl->inputSignature.count(); i++)
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{
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// skip system inputs, as some drivers will return a location for them
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if(refl->inputSignature[i].systemValue != ShaderBuiltin::Undefined)
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continue;
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GLint loc = GL.glGetAttribLocation(curProg, refl->inputSignature[i].varName.c_str());
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if(loc >= 0 && loc < numVAttribBindings)
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