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Fix issue with Storm and rendering custom nodes that use texture coor…
…dinates This issue is specific to custom nodes that use the <texcoord> node in their defining nodegraph and either re-use that nodes output or are a multioutput node. This change removes the addition of the 'index' input to the network interface, and in Storm sets the texture coordinate primvar type as Vector2 regardless of the node's output type. Previously, we were adding the 'index' input to the network interface which means that the second time we come across this node we have an input that is not a part of the nodedef. This means that when we pass it to MaterialX for shadergen it is not able to correctly identify the node. Also, in Storm when we gather the primvar information for the glslfx header, we use the node's output type for the texture coordinates, which is not likely to be a vector2 type, and for multioutput nodes specifically it causes shadergen to completely fail. (Internal change: 2341878)
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