Invisprims in deferred now bind the correct shader when being drawn. (Fixes vbo attrib errors)
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@@ -1598,16 +1598,18 @@ void LLDrawPoolInvisible::renderDeferred( S32 pass )
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}
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LLFastTimer t(FTM_RENDER_INVISIBLE);
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gOcclusionProgram.bind();
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U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
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glStencilMask(0);
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glStencilOp(GL_ZERO, GL_KEEP, GL_REPLACE);
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gGL.setColorMask(false, false);
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pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE);
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gGL.setColorMask(true, true);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0xFFFFFFFF);
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gOcclusionProgram.unbind();
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if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY))
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{
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beginShiny(true);
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