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Nothing reads from textures or storage buffers in vertex shaders since hardware tessellation was removed. Drop what was left for it: the vertexTexture flag of VulkanTexture::EndCreate (always false), the STORAGE_BUFFER_VERTEX binding type, GL's maxVertexTextureUnits, and the tesselationShaderSupported cap, which nothing read (and which was always false, since the feature was never enabled). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>