add shader optimizer and reorder components
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@@ -19,10 +19,13 @@ size_t TextVertexBuffer::add(int16_t x, int16_t y, float ox, float oy, uint16_t
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shorts[3] = round(oy * 64);
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uint8_t *ubytes = static_cast<uint8_t *>(data);
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// a_data1
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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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// a_data2
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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)round(range[0] * angleFactor), (int16_t)0) % 256;
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