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(GLSL) Set prg ID to 0 after running glDeleteProgram
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@ -682,6 +682,7 @@ static void gl_glsl_destroy_resources(glsl_shader_data_t *glsl)
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continue;
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glDeleteProgram(glsl->prg[i].id);
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glsl->prg[i].id = 0;
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}
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if (glsl->shader && glsl->shader->luts)
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