fix: retain correct Metal composite vertex buffer slot
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@@ -4,7 +4,7 @@
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namespace mln::shaders {
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using Source = ShaderSource<BuiltIn::RetainedUnderlayCompositeShader, gfx::Backend::Type::Metal>;
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const std::array<AttributeInfo, 1> Source::attributes = {
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AttributeInfo{0, gfx::AttributeDataType::Short2, 0, idRetainedUnderlayCompositePosVertexAttribute},
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AttributeInfo{0, gfx::AttributeDataType::Short2, maxUBOCountPerShader + 0, idRetainedUnderlayCompositePosVertexAttribute},
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};
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const std::array<TextureInfo, 1> Source::textures = {
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TextureInfo{0, idRetainedUnderlayCompositeTexture},
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