when automatically binding vertex attributes, start with attrib 1, not 0
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@@ -363,8 +363,11 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
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attr = shProg->Attributes->Parameters[index].StateIndexes[0];
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}
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else {
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/* not found, choose our own attribute number */
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for (attr = 0; attr < MAX_VERTEX_ATTRIBS; attr++) {
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/* Not found, choose our own attribute number.
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* Start at 1 since generic attribute 0 always aliases
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* glVertex/position.
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*/
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for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
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if (((1 << attr) & usedAttributes) == 0)
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break;
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}
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