When a vertex attribute has a GLSL layout location qualifier, it takes precedence over the binding location provided through the glBindAttribLocation API call. OpenGL ES 3.0.5 spec: "If an active attribute has a binding explicitly set within the shader text and a different binding assigned by BindAttribLocation, the assignment in the shader text is used." Change-Id: If0bc0dc01a8ff6189703f2be26f1938fbff5f5ae Reviewed-on: https://swiftshader-review.googlesource.com/20168Tested-by:Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com>
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