allows it to work on macos
fairly straightforward, the only major thing that i changed was having the shaders derive their local positions directly instead of computing it in java and selecting with gl_VertexID, which is both more correct (doesn't rely on vertex order) and also faster anyways, since each draw only uploads 4 floats instead of 16, and avoids allocating/filling a native FloatBuffer
allows it to work on macos
fairly straightforward, the only major thing that i changed was having the shaders derive their local positions directly instead of computing it in java and selecting with `gl_VertexID`, which is both more correct (doesn't rely on vertex order) and also faster anyways, since each draw only uploads 4 floats instead of 16, and avoids allocating/filling a native `FloatBuffer`