Why do you need buffers in OpenGL, when you can just transfer all the data to the graphics card via uniform. As an example:
#version 330
layout (location = 0) in vec2 pos;
void main()
{
gl_Position = vec4(pos, 0.0, 1.0);
}
why would you need the above code, when you can just have the following:
#version 330
uniform vec2 pos;
void main()
{
gl_Position = vec4(pos, 0.0, 1.0);
}
i really cant see the use of vao, vbo, ebo, etc.