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When binding vertex shader attribute "_p", check if it's used actually in shader
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@ -538,7 +538,9 @@ export default ({
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prependGLSLName(vert, name),
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prependGLSLName(frag, name)
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);
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shader.attributes._p.pointer();
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for (let key in shader.attributes) {
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shader.attributes[key].pointer();
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}
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return shader;
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}
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