Try to centralize the number of components per vertex in shapes
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+3
-5
@@ -12,8 +12,8 @@ module Shader.Data
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-- | Lens functions
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, vaoName
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-- , vaoVBO
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, vaoAttribSizes
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, vaoStride
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-- , vaoAttribSizes
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-- , vaoStride
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, vboName
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, vboPtr
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@@ -46,10 +46,8 @@ data FullShader = FullShader
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}
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{- | Vertex array object: contains the reference to the object,
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and its buffer targets. -}
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data VAO = VAO
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newtype VAO = VAO
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{ _vaoName :: GLuint
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, _vaoAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
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, _vaoStride :: Int
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}
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{- | Vertex buffer object: contains the reference to the object,
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a pointer to a location with space that can be written to the buffer,
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