use flatshading for space and skip setting irrelevant vertex color
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		@@ -108,11 +108,11 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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            }
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					            }
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            struct ElementIndexedBillboard const payload = {
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					            struct ElementIndexedBillboard const payload = {
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                /* TODO: use the flat shading to not set two of the colors */
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					                /* flat shading is assumed, so we can skip setting the duplicates */
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                .c0 = billboard.color,
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					                .c0 = billboard.color,
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                .c1 = billboard.color,
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					                // .c1 = billboard.color,
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                .c2 = billboard.color,
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					                .c2 = billboard.color,
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                .c3 = billboard.color,
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					                // .c3 = billboard.color,
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                .uv0 = uv0,
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					                .uv0 = uv0,
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                .uv1 = uv1,
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					                .uv1 = uv1,
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@@ -48,7 +48,7 @@ void finally_use_space_pipeline(void) {
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        glNewList(list, GL_COMPILE); {
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					        glNewList(list, GL_COMPILE); {
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            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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					            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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            glShadeModel(GL_SMOOTH);
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					            glShadeModel(GL_FLAT);
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            if (GLAD_GL_ARB_depth_clamp)
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					            if (GLAD_GL_ARB_depth_clamp)
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                glDisable(GL_DEPTH_CLAMP);
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					                glDisable(GL_DEPTH_CLAMP);
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