GLuint vao; glGenVertexArrays( 1, &vao );
GLuint buffer; glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(vec2) , data.data() , GL_STATIC_DRAW);
in vec4 vPosition; void main() { gl_Position = vPosition; }
GLuint loc = glGetAttribLocation( program, "vPosition" );