Index: shaders/shader.frag
===================================================================
--- shaders/shader.frag	(revision fba08f2fbc19f8270137475a481ae67edd4e57fd)
+++ shaders/shader.frag	(revision 2c875042218c87beadd17e3e6a00ecd8ea2dc260)
@@ -10,6 +10,4 @@
 
 void main() {
-   // outColor = vec4(fragColor, 1.0);
-   // outColor = texture(texSampler, fragTexCoord);
    outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
 }
Index: shaders/shader.vert
===================================================================
--- shaders/shader.vert	(revision fba08f2fbc19f8270137475a481ae67edd4e57fd)
+++ shaders/shader.vert	(revision 2c875042218c87beadd17e3e6a00ecd8ea2dc260)
@@ -1,10 +1,4 @@
 #version 450
 #extension GL_ARB_separate_shader_objects : enable
-
-vec2 positions[3] = vec2[](
-    vec2( 0.0,  0.5),
-    vec2(-0.5, -0.5),
-    vec2( 0.5, -0.5)
-);
 
 layout (binding = 0) uniform UniformBufferObject {
@@ -22,6 +16,5 @@
 
 void main() {
-   // gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
-   gl_Position = ubo.proj * ubo.view * ubo.model * vec4(positions[gl_VertexIndex], -5.0, 1.0);
+   gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
    fragColor = inColor;
    fragTexCoord = inTexCoord;
