Commit before connecting each vao to unique vbos
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@@ -1,6 +1,6 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 10) out;
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layout (triangle_strip, max_vertices = 4) out;
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//in vec4 vBackPoss[];
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uniform vec2 lightPos;
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@@ -4,11 +4,11 @@ layout (location = 0) in vec4 poss;
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//out vec4 vBackPoss;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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uniform mat4 worldMat;
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//uniform vec2 winSize;
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//uniform float zoom;
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//uniform float rotation;
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//uniform vec2 translation;
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//uniform mat4 worldMat;
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void main()
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{
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