This seems to be due to the logic where texCoord can compile-time conditionally occupy 4 output locations. Since it starts at 3, it can go up to location 6. BUT viewDir is also at location 6.
A fix might be to adjust standard.vert and any .frag files that are paired with that shader to use:
layout(location = 7) out vec3 viewDir;
So that viewDir no longer conflicts with using the maximum amount of texCoords.
This seems to be due to the logic where texCoord can compile-time conditionally occupy 4 output locations. Since it starts at 3, it can go up to location 6. BUT
viewDiris also at location 6.A fix might be to adjust standard.vert and any .frag files that are paired with that shader to use:
layout(location = 7) out vec3 viewDir;So that viewDir no longer conflicts with using the maximum amount of texCoords.