private void PlatformConstruct(BinaryReader reader, bool isVertexShader, byte[] shaderBytecode)
{
_glslCode = System.Text.Encoding.ASCII.GetString(shaderBytecode);
HashKey = MonoGame.Utilities.Hash.ComputeHash(shaderBytecode);
var attributeCount = (int)reader.ReadByte();
_attributes = new Attribute[attributeCount];
for (var a = 0; a < attributeCount; a++)
{
_attributes[a].name = reader.ReadString();
_attributes[a].usage = (VertexElementUsage)reader.ReadByte();
_attributes[a].index = reader.ReadByte();
reader.ReadInt16(); //format, unused
}
}