Didn't really do anything with advanced data/glsl so let's do geometry shaders.
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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TexCoords = aTexCoords;
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}
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