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So I took a look at my ui vertex shader

#version 450 core

layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 uv;
layout (location = 2) in mat4 instanceM;

out VS_OUT {
 vec4 FragPos;
 vec2 FragUV;
} vs_out;

uniform mat4 M;
uniform mat4 P;
uniform bool instanced = false;

void main…
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