FramebufferManager: Fix EFB layers being attached to the wrong FBO.
Fixes typo in commit 56fe938366
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@ -97,7 +97,7 @@ void FramebufferManager::BindLayeredTexture(GLuint texture, const std::vector<GL
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// Bind all the other layers as separate FBOs for blitting.
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// Bind all the other layers as separate FBOs for blitting.
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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for (unsigned int i = 1; i < m_EFBLayers; i++)
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_resolvedFramebuffer[i]);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[i]);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, i);
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}
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}
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}
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}
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