glgsg: Fix failure to unset divisor after rendering w/ instancing
This would normally be done by `disable_shader_vertex_arrays()` but it apparently isn't called between shader changes
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@ -905,11 +905,9 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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stride, client_pointer);
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}
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if (divisor > 0) {
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_glgsg->set_vertex_attrib_divisor(p, divisor);
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}
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} else {
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_glgsg->set_vertex_attrib_divisor(p, divisor);
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}
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else {
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// It's a conventional vertex attribute. Ugh.
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#ifdef SUPPORT_FIXED_FUNCTION
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switch (p) {
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@ -2568,9 +2568,7 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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stride, client_pointer);
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}
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if (divisor > 0) {
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_glgsg->set_vertex_attrib_divisor(p, divisor);
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}
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_glgsg->set_vertex_attrib_divisor(p, divisor);
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++p;
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client_pointer += element_stride;
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