WebGLPrograms: UV attributes now depend on used channels, not geometry attributes. #27608
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Fixed #27552.
Description
After some thinking about #27552, I think this PR improves the way the renderer currently defines the uv attributes 1-3.
With the new code, the actual active texture channels enable uv attributes, not the available data in the geometry object. This should lead to a more graceful handling of assets with missing uv data by avoiding shader compilation errors (see #27552 (comment)).