Apple's OpenGL drivers are sad
Apparently they cant handle non-sequential binding locations. Sigh.
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@ -14,9 +14,9 @@ layout(std140) uniform CellRenderData {
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// Have to use fixed locations here as all variants of the cell program share the same VAO
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// locations 0 and 1 are used in the graphics program which also shares the same VAO
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layout(location=2) in uvec3 colors;
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layout(location=3) in uvec4 sprite_coords;
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layout(location=4) in float is_selected;
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layout(location=0) in uvec3 colors;
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layout(location=1) in uvec4 sprite_coords;
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layout(location=2) in float is_selected;
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#if defined(FOREGROUND) || defined(ALL)
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@ -1,6 +1,6 @@
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#version 330
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layout(location=0) in vec4 src;
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layout(location=3) in vec4 src;
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out vec2 texcoord;
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void main() {
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