Move towards removing VAOs
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@@ -1,14 +1,14 @@
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#version 450 core
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec3 inTexCoord;
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struct PosColTcoord { vec4 pos; vec4 col; vec4 tcoord; };
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layout (std430, binding = 11) readonly buffer Data { PosColTcoord data[]; };
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layout (location = 0) uniform int layoff;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vTexCoord;
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void main()
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{
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gl_Position = theMat * pos;
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vColor = inColor;
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vTexCoord = inTexCoord;
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vec4 p = data[gl_VertexID].pos;
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gl_Position = theMat * p;
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vColor = data[gl_VertexID].col;
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vTexCoord = data[gl_VertexID].tcoord.xyz;
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}
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