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GPU/Vulkan: Don't add UV limits as attribute when unused
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@ -662,7 +662,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
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{
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gpbuilder.AddVertexAttribute(2, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, u));
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gpbuilder.AddVertexAttribute(3, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, texpage));
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gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
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if (m_using_uv_limits)
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gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
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}
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gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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