Removed annoying attribute consumption warnings. Alpha pass was leaving shader bound, which hosed up updateCull for water reflections (updateCull only binds occlusion shader if another shader isn't currently bound)
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@@ -205,7 +205,7 @@ void LLDrawPoolAlpha::endRenderPass( S32 pass )
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LLFastTimer t(FTM_RENDER_ALPHA);
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LLFastTimer t(FTM_RENDER_ALPHA);
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LLRenderPass::endRenderPass(pass);
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LLRenderPass::endRenderPass(pass);
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if(gPipeline.canUseWindLightShaders())
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if(mVertexShaderLevel > 0)
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{
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{
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LLGLSLShader::bindNoShader();
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LLGLSLShader::bindNoShader();
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}
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}
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