#version 450 #extension GL_GOOGLE_include_directive : enable #include "lib/common.glsl" CAMERA(0, camera) STORAGE_BUFFER(1, Object, objects) IN(0, vec3, position) IN(1, vec4, color) OUT(0, vec3, color) out gl_PerVertex { vec4 gl_Position; }; void main() { out_color = in_color.rgb; mat4 mvp = camera.ViewProj * objects.item[gl_InstanceIndex].model; gl_Position = mvp * vec4(in_position, 1); }