Unbind vertex buffer before calculating blend shapes
(cherry picked from commit b0b1e44bc1
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@ -4279,7 +4279,7 @@ void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p
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shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, base_weight);
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glEnable(GL_RASTERIZER_DISCARD);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
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glBeginTransformFeedback(GL_POINTS);
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glDrawArrays(GL_POINTS, 0, s->array_len);
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