{
prog_data->flat_inputs = 0;
- nir_foreach_variable(var, &shader->inputs) {
+ nir_foreach_shader_in_variable(var, shader) {
unsigned slots = glsl_count_attribute_slots(var->type, false);
for (unsigned s = 0; s < slots; s++) {
int input_index = prog_data->urb_setup[var->data.location + s];