#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; // vertex layout(location = 0) in vec4 inColor; layout(location = 1) in vec3 inPosition; layout(location = 2) in vec3 inNorm; layout(location = 3) in vec2 inTexCoord; // instance layout(location = 4) in mat4 instPosRotScale; layout(location = 8) in float textureIndex; // output layout(location = 0) out vec3 fragColor; layout(location = 1) out vec3 fragTexCoord; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * instPosRotScale * vec4(inPosition, 1.0); fragColor = inColor; fragTexCoord = vec3(inTexCoord, textureIndex); }