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 vec2 vertex_uv;
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in vec2 vertex_texcoord0;
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uniform mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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uniform vec4 viewport;
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uniform float flare_size;
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@@ -38,6 +38,6 @@ uniform float flare_size;
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out vec2 texCoord;
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void main() {
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texCoord = vertex_uv;
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gl_Position = mvp_matrix * vec4(0.0, 0.0, 0.0, 1.0) + 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;
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gl_Position = mvp_matrix * vec4(0.0, 0.0, 0.0, 1.0) + 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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}
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