Our verts buffer can be GL_SHORT as it only contains integral values.
Our verts buffer can be GL_SHORT as it only contains integral values.

We could even do GL_UNSIGNED_BYTE, but there's not a huge point in simplifying
this further because the verts buffer is uploaded once in the lifetime of the
shader, not once per frame.

For some reason, this magically fixes weirdness that I was seeing on iOS.

KoriSamui/PlayN,KoriSamui/PlayN,KoriSamui/PlayN,KoriSamui/PlayN