Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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@@ -30,7 +30,7 @@
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//
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in mediump vec2 vertex_uv;
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in mediump vec2 vertex_texcoord0;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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uniform mediump vec4 viewport;
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uniform mediump float flare_size;
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@@ -49,8 +49,8 @@ void main() {
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offset_center.xyz += vec3(sin((time_absolute + vertex_position.x * 100.0) * 0.05), sin((time_absolute + vertex_position.y * 100.0) * 0.07), sin((time_absolute + vertex_position.z * 100.0) * 0.03)) * 0.05;
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offset_center = vec4(mod(offset_center.x + 1.0, 2.0) - 1.0, mod(offset_center.y + 1.0, 2.0) - 1.0, mod(offset_center.z + 1.0, 2.0) - 1.0, 1.0);
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highp vec4 particle_center = mvp_matrix * offset_center;
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texCoord = vertex_uv * 3.46410161513775; // 3.46410161513775 = 2 * sqrt(3); 1 / (2 * sqrt(3)) is the radius of a circle encompased by a equilateral triangle with a side length of 1.
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gl_Position = particle_center + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
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texCoord = vertex_texcoord0 * 3.46410161513775; // 3.46410161513775 = 2 * sqrt(3); 1 / (2 * sqrt(3)) is the radius of a circle encompased by a equilateral triangle with a side length of 1.
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gl_Position = particle_center + vec4(vertex_texcoord0.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_texcoord0.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
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shadowMapCoord1 = shadow_mvp1 * offset_center;
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