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cogl-shader-boilerplate: Don't put the color attrib in location 0
Due to Mesa bug 28585 calling glVertexAttrib with attrib location 0 doesn't appear to work. This patch just reorders the vertex and color attributes in the shader in the hope that Mesa will assign the color attribute to a different location.
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@ -92,8 +92,8 @@
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"\n" \
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"\n" \
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"attribute vec4 cogl_position_in;\n" \
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"attribute vec4 cogl_color_in;\n" \
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"attribute vec4 cogl_color_in;\n" \
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"attribute vec4 cogl_position_in;\n" \
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"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
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"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
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"attribute vec3 cogl_normal_in;\n" \
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"attribute vec3 cogl_normal_in;\n" \
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"\n" \
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"\n" \
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