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Picked from #1473.
u_Color
was a vec4 that was being set from aColor
object, which only has 8-bit precision per colour, so using up 4 times more memory than that to transfer it was quite atrocious. Instead, pack it into a uint32_t, then useunpackUnorm4x8()
to unpack in the shader.Also adds a macro for unpacking for hardware that doesn't support
GL_ARB_gpu_shader5
.