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glgsg: fix shader not being applied if same across multiple buffers
See https://discourse.panda3d.org/t/multi-pass-rendering-setinitialstate-wont-apply-shader/25712
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@ -4148,6 +4148,7 @@ end_frame(Thread *current_thread) {
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_current_shader = nullptr;
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_current_shader_context = nullptr;
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}
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_state_shader = nullptr;
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#endif
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// Respecify the active texture next frame, for good measure.
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