Move shaders
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#version 450 core
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struct PosCol { vec4 pos; vec4 col; };
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layout (std430, binding = 10) readonly buffer Data { PosCol 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 vCol;
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out vec3 vPos;
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void main() {
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vec4 p = data[gl_VertexID].pos;
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gl_Position = theMat * p;
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vCol = data[gl_VertexID].col;
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vPos = p.xyz;
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}
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