internal override uint AttributeIndex(VertexElementSemantic semantic, uint index)
{
// get link program - only call this in the context of bound program
var linkProgram = GLSLLinkProgramManager.Instance.ActiveLinkProgram;
if (linkProgram.IsAttributeValid(semantic, index))
{
return linkProgram.GetAttributeIndex(semantic, index);
}
else
{
// fall back to default implementation, allow default bindings
return base.AttributeIndex( semantic, index );
}
}