OpenGL2: Reduce redundant GL calls.
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@@ -1485,25 +1485,6 @@ void GLSL_BindNullProgram(void)
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}
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void GLSL_VertexAttribsState(uint32_t stateBits)
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{
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int attribIndex;
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
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{
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uint32_t attribBit = 1 << attribIndex;
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if (stateBits & attribBit)
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{
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qglEnableVertexAttribArrayARB(attribIndex);
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}
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else
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{
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qglDisableVertexAttribArrayARB(attribIndex);
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}
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}
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GLSL_VertexAttribPointers(stateBits);
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}
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void GLSL_VertexAttribPointers(uint32_t attribBits)
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{
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int newFrame, oldFrame;
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