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Fix vertex input check looking at builtin vertex inputs.
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@@ -1170,6 +1170,10 @@ bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err,
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{
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const glslang::TObjectReflection &info = program.getPipeInput(i);
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// Avoid builtins.
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if (info.name.rfind("gl_", 0) == 0)
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continue;
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int location = info.layoutLocation();
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if (location == glslang::TQualifier::layoutLocationEnd)
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location = -1;
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