Draw chasms using vertex pulling
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#version 450 core
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std430, binding = 7) readonly buffer Pos { vec2 pos[]; };
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void main() {
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gl_Position = theMat * vec4(pos[gl_VertexID],0,1);
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}
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