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ShaderGen: Use consistent variable names for texture coordinates
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@ -143,8 +143,8 @@ void SHADER::SetProgramBindings(bool is_compute)
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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@ -153,7 +153,7 @@ void SHADER::SetProgramBindings(bool is_compute)
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for (int i = 0; i < 8; i++)
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{
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std::string attrib_name = StringFromFormat("tex%d", i);
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std::string attrib_name = StringFromFormat("rawtex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
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}
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}
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