GLSL/Vulkan: Enforce no location aliasing in vertex inputs.
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@@ -61,3 +61,5 @@ out ban2 {
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layout(binding = 3000) uniform sampler2D s3000;
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layout(binding = 3001) uniform b3001 { int a; };
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layout(location = 10) in vec4 in1;
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layout(location = 10) in vec4 in2; // ERROR, no location aliasing
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