SkyShader: attrib position is not always 0.
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@@ -932,8 +932,8 @@ static void createcubevao()
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glBindVertexArray(cubevao);
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glBindBuffer(GL_ARRAY_BUFFER, cubevbo);
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glBufferData(GL_ARRAY_BUFFER, 6 * 4 * 3 * sizeof(float), corners, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glEnableVertexAttribArray(MeshShader::SkyboxShader::attrib_position);
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glVertexAttribPointer(MeshShader::SkyboxShader::attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeidx);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * 6 * sizeof(int), indices, GL_STATIC_DRAW);
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}
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