glVertexAttribPointer call is messing up texture render

The calls are using attribute locations from a different shader than the one that draws the texture, but the attributes are attached to the same VAO (still not sure why this is affecting the texture). Lines 192 and 195 (in this gist) will mess up the texture, making it a solid color. I honestly have no clue how they are causing this. Does anyone have a clue what’s going wrong?

FIXED: I assumed that vertex attributes were guaranteed unique indices, but they are not. Defining attribute indices explicitly with layout(location = x) fixed it.