Abstracted away the creation of buffers
Added a transform Updated the TODO.md Updated default shaders to include the apropriate three 4x4 matrices to render in 3D
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#version 330 core
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#version 440 core
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out vec4 FragColor;
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void main{
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void main(){
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FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
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}
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#version 330 core
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layout in vec3 aPos;
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#version 440 core
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in layout(location=0) vec3 aPos;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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