This is a minimal example of mesh compression via vertex attribute quantization (live demo here). It simply draws two triangles to the screen, one using standard 32-bit floats to encode the positions, and the other with positions quantized to 16-bit unsigned ints which are then decoded on the GPU via a single matrix multiplication.
The technique is described in the glTF quantized attributes extension and the original paper, Mesh Geometry Compression for Mobile Graphics by Lee, Choe and Lee.