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gl: specify attribute locations for vUv and aPosition
These positions are not guaranteed to be in a specific order when linked into the final GPU program. They need to be specified so that our code in gskglrenderer.c can use known positions for them to match up with our GskQuadVertex. This fixes the GL renderer on macOS's OpenGL shader compiler. Fixes #3420
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@ -229,6 +229,8 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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program_id = glCreateProgram ();
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glAttachShader (program_id, vertex_id);
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glAttachShader (program_id, fragment_id);
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glBindAttribLocation (program_id, 0, "aPosition");
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glBindAttribLocation (program_id, 1, "vUv");
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glLinkProgram (program_id);
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glGetProgramiv (program_id, GL_LINK_STATUS, &status);
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