Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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@@ -42,10 +42,10 @@ layout(location = 1) in vec3 vertex_normal;
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#if HAS_NORMAL_MAP == 1
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layout(location = 2) in vec3 vertex_tangent;
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#endif
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layout(location = 3) in lowp vec3 vertex_uv;
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layout(location = 3) in lowp vec3 vertex_texcoord0;
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#if BONE_COUNT > 0
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layout(location = 4) in lowp vec3 vertex_uv;
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layout(location = 4) in lowp vec3 vertex_texcoord0;
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layout(location = 5) in highp vec4 bone_weights;
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layout(location = 6) in highp vec4 bone_indexes;
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#else
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@@ -60,7 +60,7 @@ layout(location = 3) in lowp vec3 vertex_uv;
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#endif
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#else
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#if HAS_LIGHT_MAP == 1
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layout(loction = 7) in mediump vec2 vertex_lightmap_uv;
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layout(loction = 7) in mediump vec2 vertex_texcoord1;
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#endif //HAS_LIGHT_MAP
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#endif // GBUFFER_PASS
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@@ -357,7 +357,7 @@ void main()
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
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// Pass UV co-ordinates
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texCoord = vertex_uv.st;
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texCoord = vertex_texcoord0.st;
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#endif
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@@ -421,7 +421,7 @@ void main()
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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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lightmap_uv = vertex_lightmap_uv.st;
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lightmap_uv = vertex_texcoord1.st;
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#endif
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