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Don't try to reflect non-existant tessellation/geometry shaders
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@@ -182,11 +182,11 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
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vsRefl = GetShader(progDetails.stageShaders[0], ShaderEntryPoint());
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vsProg = m_pDriver->m_Shaders[progDetails.stageShaders[0]].prog;
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}
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else if(i == 2)
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else if(i == 2 && progDetails.stageShaders[2] != ResourceId())
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{
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tesRefl = GetShader(progDetails.stageShaders[2], ShaderEntryPoint());
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}
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else if(i == 3)
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else if(i == 3 && progDetails.stageShaders[3] != ResourceId())
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{
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gsRefl = GetShader(progDetails.stageShaders[3], ShaderEntryPoint());
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}
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