Fixed shader alignment on windows
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		@@ -98,7 +98,7 @@ float_t UILabel::getContentHeight() {
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}
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void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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  assertTrue(newTexts.size() < FONT_SHADER_PARTS_MAX);
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  assertTrue(newTexts.size() <= FONT_SHADER_PARTS_MAX);
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  int32_t nextTexture = 0;
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  glm::vec2 position(0, 0);
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@@ -149,7 +149,7 @@ void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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    }
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    // Buffer shader values
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    fontData.textures[partIndex] = textureMap[realText.texture];
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    fontData.textures[partIndex].value = textureMap[realText.texture];
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    fontData.colors[partIndex] = realText.style.color;
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    // Get some texture info
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@@ -174,7 +174,7 @@ void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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        glm::vec4 uvs(0, 0, 1, 1);
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        glm::vec4 vert(0, 0, 0, 0);
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        vertices.push_back(std::make_pair(vert, uvs));
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        fontData.fontQuadMappings[quadCountTotal] = partIndex;
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        fontData.quadMappings[quadCountTotal].value = partIndex;
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        quadCountTotal++;
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      }
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@@ -281,7 +281,7 @@ void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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      }
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      // Set the part index to the quad mappings
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      fontData.fontQuadMappings[quadCountTotal] = partIndex;
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      fontData.quadMappings[quadCountTotal].value = partIndex;
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      quadCountTotal++;
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      realText.text += ch;
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    }
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