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	Generate multiple texture atlases when first atlas is full
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					 10 changed files with 205 additions and 141 deletions
				
			
		|  | @ -9,7 +9,7 @@ | |||
| 
 | ||||
| layout (location = 0) in vec2  aLatLong; | ||||
| layout (location = 1) in vec2  aXYOffset; | ||||
| layout (location = 2) in vec2  aTexCoord; | ||||
| layout (location = 2) in vec3  aTexCoord; | ||||
| layout (location = 3) in vec4  aModulate; | ||||
| layout (location = 4) in float aAngleDeg; | ||||
| layout (location = 5) in int   aThreshold; | ||||
|  | @ -21,11 +21,11 @@ uniform vec2 uMapScreenCoord; | |||
| out VertexData | ||||
| { | ||||
|    int  threshold; | ||||
|    vec2 texCoord; | ||||
|    vec3 texCoord; | ||||
|    vec4 color; | ||||
| } vsOut; | ||||
| 
 | ||||
| smooth out vec2 texCoord; | ||||
| smooth out vec3 texCoord; | ||||
| smooth out vec4 color; | ||||
| 
 | ||||
| vec2 latLngToScreenCoordinate(in vec2 latLng) | ||||
|  |  | |||
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	 Dan Paulat
						Dan Paulat