Switch to translating the quad using a translation matrix
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@@ -3,8 +3,6 @@
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in vec3 vert_colours;
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out vec4 color;
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uniform float u_offset;
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void main() {
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color = vec4(vert_colours.r, vert_colours.g + u_offset, vert_colours.b, 1.0f);
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color = vec4(vert_colours.r, vert_colours.g, vert_colours.b, 1.0f);
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};
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@@ -3,11 +3,11 @@
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layout(location=0) in vec3 position;
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layout(location=1) in vec3 vert_colour;
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uniform float u_offset;
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uniform mat4 u_model;
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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 = vec4(position.x, position.y + u_offset, position.z, 1.0f);
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gl_Position = u_model * vec4(position, 1.0f);
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};
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