Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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@@ -33,12 +33,12 @@
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layout(location = 0) out mediump vec2 textureCoordinate;
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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in lowp vec2 vertex_uv;
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layout(location = 1) in lowp vec2 vertex_texcoord0;
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void main()
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{
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gl_Position = vec4(vertex_position, 1.0);
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textureCoordinate = vertex_uv;
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textureCoordinate = vertex_texcoord0;
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}
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