Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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@@ -30,12 +30,12 @@
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//
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in vec4 vertex_position;
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in vec4 vertex_uv;
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in vec4 vertex_texcoord0;
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out vec2 textureCoordinate;
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void main()
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{
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gl_Position = vertex_position;
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textureCoordinate = vertex_uv.xy;
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textureCoordinate = vertex_texcoord0.xy;
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}
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