Use ssbo/vertex pulling for lighting cap shader
Not yet sure whether the colour vector is correctly input into the ssbo
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@@ -93,7 +93,7 @@ data FloatBO = FloatBO
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data EBO = EBO
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{ _eboName :: GLuint
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, _eboPtr :: Ptr GLushort
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, _eboPtr :: Ptr GLuint
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}
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-- | Datatype containing the reference to a texture object.
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