#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 3) in vec3 inColor; struct Instance { mat4 model; vec4 color; }; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; Instance instance[343]; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outEyePos; layout (location = 3) out vec3 outLightVec; void main() { outNormal = inNormal; outColor = ubo.instance[gl_InstanceIndex].color.rgb; mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model; gl_Position = ubo.projection * modelView * inPos; outEyePos = vec3(modelView * inPos); vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * modelView; outLightVec = normalize(lightPos.xyz - outEyePos); }