#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; // vertex // layout(location = 0) in vec4 inColor; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNorm; layout(location = 2) in vec2 inUV; // instance layout(location = 3) in vec3 instPos; layout(location = 4) in vec3 instRot; layout(location = 5) in vec3 instScale; // layout(location = 6) in float textureIndex; // output layout(location = 0) out vec4 fragColor; layout(location = 1) out vec3 fragTexCoord; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(instPos, 1.0) * vec4(instRot, 1.0) * vec4(instScale, 1.0) * vec4(inPosition, 1.0); fragColor = vec4(0.0, 0.0, 0.0, 0.0); fragTexCoord = vec3(inUV, 0); }