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Find the remaining vertex attribute order issues.
I hope. I do need to figure out why I made sprite blend an attribute rather than a uniform.
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1 changed files with 7 additions and 7 deletions
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@ -268,7 +268,6 @@ main (void)
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-- Vertex.particle.point
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uniform mat4 mvp_mat;
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attribute float vcolor;
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/** Vertex position.
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x, y, z, c
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@ -276,6 +275,7 @@ attribute float vcolor;
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c is the color of the point.
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*/
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attribute vec3 vertex;
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attribute float vcolor;
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varying float color;
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@ -290,8 +290,6 @@ main (void)
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-- Vertex.particle.textured
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uniform mat4 mvp_mat;
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attribute vec4 vcolor;
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attribute vec2 vst;
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/** Vertex position.
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x, y, z, c
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@ -299,6 +297,8 @@ attribute vec2 vst;
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c is the color of the point.
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*/
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attribute vec3 vertex;
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attribute vec2 vst;
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attribute vec4 vcolor;
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varying vec4 color;
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varying vec2 st;
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@ -342,10 +342,10 @@ main (void)
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-- Vertex.sprite
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uniform mat4 mvp_mat;
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attribute float vblend;
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attribute vec4 vcolora, vcolorb;
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attribute vec4 uvab; ///< ua va ub vb
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attribute vec3 vertexa, vertexb;
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attribute vec4 uvab; ///< ua va ub vb
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attribute float vblend; //FIXME why is this not a uniform?
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attribute vec4 vcolora, vcolorb;
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varying float blend;
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varying vec4 colora, colorb;
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@ -393,7 +393,6 @@ main (void)
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-- Vertex.2d
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uniform mat4 mvp_mat;
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attribute vec4 vcolor;
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/** Vertex position.
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x, y, s, t
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@ -402,6 +401,7 @@ attribute vec4 vcolor;
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(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
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*/
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attribute vec4 vertex;
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attribute vec4 vcolor;
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varying vec4 color;
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varying vec2 st;
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