reorder fields in glsl vertex struct to be less wasteful
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				|  | @ -50,10 +50,8 @@ mg_gles_surface* mg_gles_canvas_get_surface(mg_gles_canvas_backend* canvas) | |||
| typedef struct debug_vertex | ||||
| { | ||||
| 	vec2 pos; | ||||
| 	u8 align0[8]; | ||||
| 	vec4 cubic; | ||||
| 	vec2 uv; | ||||
| 	u8 align1[8]; | ||||
| 	vec4 cubic; | ||||
| 	vec4 color; | ||||
| 	vec4 clip; | ||||
| 	int zIndex; | ||||
|  | @ -73,9 +71,9 @@ enum { | |||
| 	LAYOUT_INT_ALIGN = 4, | ||||
| 
 | ||||
| 	LAYOUT_POS_OFFSET = 0, | ||||
| 	LAYOUT_CUBIC_OFFSET = LayoutNext(POS, VEC2, VEC4), | ||||
| 	LAYOUT_UV_OFFSET = LayoutNext(CUBIC, VEC4, VEC2), | ||||
| 	LAYOUT_COLOR_OFFSET = LayoutNext(UV, VEC2, VEC4), | ||||
| 	LAYOUT_UV_OFFSET = LayoutNext(POS, VEC2, VEC2), | ||||
| 	LAYOUT_CUBIC_OFFSET = LayoutNext(UV, VEC2, VEC4), | ||||
| 	LAYOUT_COLOR_OFFSET = LayoutNext(CUBIC, VEC4, VEC4), | ||||
| 	LAYOUT_CLIP_OFFSET = LayoutNext(COLOR, VEC4, VEC4), | ||||
| 	LAYOUT_ZINDEX_OFFSET = LayoutNext(CLIP, VEC4, INT), | ||||
| 
 | ||||
|  |  | |||
|  | @ -8,8 +8,8 @@ layout(std430) buffer; | |||
| 
 | ||||
| struct vertex { | ||||
| 	vec2 pos; | ||||
| 	vec4 cubic; | ||||
| 	vec2 uv; | ||||
| 	vec4 cubic; | ||||
| 	vec4 color; | ||||
| 	vec4 clip; | ||||
| 	int zIndex; | ||||
|  |  | |||
|  | @ -6,8 +6,8 @@ layout(std430) buffer; | |||
| 
 | ||||
| struct vertex { | ||||
| 	vec2 pos; | ||||
| 	vec4 cubic; | ||||
| 	vec2 uv; | ||||
| 	vec4 cubic; | ||||
| 	vec4 color; | ||||
| 	vec4 clip; | ||||
| 	int zIndex; | ||||
|  |  | |||
|  | @ -6,8 +6,8 @@ layout(std430) buffer; | |||
| 
 | ||||
| struct vertex { | ||||
| 	vec2 pos; | ||||
| 	vec4 cubic; | ||||
| 	vec2 uv; | ||||
| 	vec4 cubic; | ||||
| 	vec4 color; | ||||
| 	vec4 clip; | ||||
| 	int zIndex; | ||||
|  |  | |||
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