Match js attribute layout
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@@ -19,14 +19,15 @@ size_t TextVertexBuffer::add(int16_t x, int16_t y, float ox, float oy, uint16_t
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shorts[3] = std::round(oy * 64);
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uint8_t *ubytes = static_cast<uint8_t *>(data);
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ubytes[8] = tx / 4;
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ubytes[9] = ty / 4;
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ubytes[10] = labelminzoom * 10;
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ubytes[11] = minzoom * 10; // 1/10 zoom levels: z16 == 160.
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ubytes[12] = fmin(maxzoom, 25) * 10; // 1/10 zoom levels: z16 == 160.
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ubytes[13] = (int16_t)round(angle * angleFactor) % 256;
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ubytes[14] = util::max((int16_t)std::round(range[0] * angleFactor), (int16_t)0) % 256;
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ubytes[15] = util::min((int16_t)std::round(range[1] * angleFactor), (int16_t)255) % 256;
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ubytes[8] = labelminzoom * 10;
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ubytes[9] = minzoom * 10; // 1/10 zoom levels: z16 == 160.
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ubytes[10] = fmin(maxzoom, 25) * 10; // 1/10 zoom levels: z16 == 160.
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ubytes[11] = (int16_t)round(angle * angleFactor) % 256;
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ubytes[12] = util::max((int16_t)std::round(range[0] * angleFactor), (int16_t)0) % 256;
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ubytes[13] = util::min((int16_t)std::round(range[1] * angleFactor), (int16_t)255) % 256;
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ubytes[14] = tx / 4;
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ubytes[15] = ty / 4;
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return idx;
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}
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@@ -35,29 +35,29 @@ void SDFShader::bind(char *offset) {
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glEnableVertexAttribArray(a_offset);
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glVertexAttribPointer(a_offset, 2, GL_SHORT, false, 16, offset + 4);
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glEnableVertexAttribArray(a_tex);
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glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, 16, offset + 8);
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glEnableVertexAttribArray(a_labelminzoom);
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glVertexAttribPointer(a_labelminzoom, 1, GL_UNSIGNED_BYTE, false, 16,
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offset + 10);
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offset + 8);
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glEnableVertexAttribArray(a_minzoom);
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glVertexAttribPointer(a_minzoom, 1, GL_UNSIGNED_BYTE, false, 16,
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offset + 11);
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offset + 9);
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glEnableVertexAttribArray(a_maxzoom);
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glVertexAttribPointer(a_maxzoom, 1, GL_UNSIGNED_BYTE, false, 16,
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offset + 12);
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offset + 10);
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glEnableVertexAttribArray(a_angle);
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glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, 16, offset + 13);
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glVertexAttribPointer(a_angle, 1, GL_UNSIGNED_BYTE, false, 16, offset + 11);
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glEnableVertexAttribArray(a_rangeend);
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glVertexAttribPointer(a_rangeend, 1, GL_UNSIGNED_BYTE, false, 16,
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offset + 14);
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offset + 12);
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glEnableVertexAttribArray(a_rangestart);
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glVertexAttribPointer(a_rangestart, 1, GL_UNSIGNED_BYTE, false, 16,
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offset + 15);
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offset + 13);
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glEnableVertexAttribArray(a_tex);
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glVertexAttribPointer(a_tex, 2, GL_UNSIGNED_BYTE, false, 16, offset + 14);
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}
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