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ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
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@ -92,7 +92,7 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
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WRITE(p, "#define samp0 samp9\n");
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WRITE(p, "SAMPLER_BINDING(9) uniform sampler2DArray samp0;\n");
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WRITE(p, " out vec4 ocol0;\n");
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WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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WRITE(p, "void main()\n");
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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