I have a vertex buffer containing several (in this case 2) graphs in the following structure:
var vertices = [ 
  x0, y00, y10,
  x1, y01, y11,
  x2, y02, y12,
  ...
  xn, y0n, y1n
];
and its indices
var indices = [0, 1, 2, 3, ... n-1];
You can notice that for each x value there is 2 y values each determining the graph.
What I want is to render those 2 graphs using this single buffer without any duplication of the x values.
Currently in the render loop I have this:
    function render() {         
        gl.bindBuffer(gl.ARRAY_BUFFER, vBuff);  // bind our buffer                                                      
        // with this setup it renders only first graph:
        // x0, y00,  
        // x1, y01, 
        // x2, y02, 
        // ... 
        // xn, y0n
        gl.vertexAttribPointer(vertexPositionLocation, 2, gl.FLOAT, false, 4*3, 0);     
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);                                            
        gl.drawElements(gl.LINE_STRIP, indices.length, gl.UNSIGNED_SHORT, 0);
        // now how do I set up the vertexAttribPointer such that next draw call here 
        // would render second graph containing these points
        // x0, y10,  
        // x1, y11, 
        // x2, y12, 
        // ... 
        // xn, y1n      
        // ?
    }
 
     
    