wined3d: Only glBindAttribLocation used attributes.
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@ -2697,8 +2697,10 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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* in order to make the bindings work, and it has to be done prior
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* to linking the GLSL program. */
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for (i = 0; i < max_attribs; ++i) {
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snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
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GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
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if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
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snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
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GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
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}
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}
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checkGLcall("glBindAttribLocationARB");
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