begin refactoring code to use a single vertex buffer for all shapes
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@@ -2,13 +2,13 @@ structure GlShaders =
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struct
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val xyrgbVertexShaderString =
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"#version 300 es\n\
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\layout (location = 0) in vec2 apos;\n\
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\layout (location = 0) in vec3 apos;\n\
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\layout (location = 1) in vec3 col;\n\
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\out vec3 frag_col;\n\
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\void main()\n\
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\{\n\
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\ frag_col = col;\n\
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\ gl_Position = vec4(apos.x, apos.y, 0.0f, 1.0f);\n\
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\ gl_Position = vec4(apos.x, apos.y, apos.z, 1.0f);\n\
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\}"
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val rgbFragmentShaderString =
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