When a vertex shader uses generic vertex attribute 0, but not gl_Vertex,
we need to set attribute[16] to point to attribute[0]. We were setting the
attribute size, but not the pointer.
Fixes crash in glsl/multitex.c when using the VertCoord attribute instead
of gl_Vertex.
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
exec->vtx.inputs[16] = exec->vtx.inputs[0];
exec->vtx.attrsz[16] = exec->vtx.attrsz[0];
+ exec->vtx.attrptr[16] = exec->vtx.attrptr[0];
exec->vtx.attrsz[0] = 0;
}
break;