Setup projection matrix and position the quad properly
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@@ -4,10 +4,11 @@ layout(location=0) in vec3 position;
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layout(location=1) in vec3 vert_colour;
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uniform mat4 u_model;
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uniform mat4 u_projection;
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out vec3 vert_colours;
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void main() {
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vert_colours = vert_colour;
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gl_Position = u_model * vec4(position, 1.0f);
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gl_Position = u_projection * u_model * vec4(position, 1.0f);
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};
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