Fix attribute layout location linking.

When a vertex attribute has a GLSL layout location qualifier, it takes
precedence over the binding location provided through the
glBindAttribLocation API call.

OpenGL ES 3.0.5 spec:
"If an active attribute has a binding explicitly set within the shader
text and a different binding assigned by BindAttribLocation, the
assignment in the shader text is used."

Change-Id: If0bc0dc01a8ff6189703f2be26f1938fbff5f5ae
Reviewed-on: https://swiftshader-review.googlesource.com/20168
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/OpenGL/compiler/OutputASM.h b/src/OpenGL/compiler/OutputASM.h
index 2f90266..b037a67 100644
--- a/src/OpenGL/compiler/OutputASM.h
+++ b/src/OpenGL/compiler/OutputASM.h
@@ -144,12 +144,12 @@
 	struct Attribute
 	{
 		Attribute();
-		Attribute(GLenum type, const std::string &name, int arraySize, int location, int registerIndex);
+		Attribute(GLenum type, const std::string &name, int arraySize, int layoutLocation, int registerIndex);
 
 		GLenum type;
 		std::string name;
 		int arraySize;
-		int location;
+		int layoutLocation;
 
 		int registerIndex;
 	};