removed the colored vertex and combined into one. Half fixed texturing. Fully fixed images and compute swapping
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@@ -3,16 +3,17 @@
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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// These are made up in the shader themselves
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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tex_coords = position;
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gl_Position = vec4(v_position, 0.0, 1.0);
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tex_coords = ti_position;
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}
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