20 lines
406 B
GLSL
20 lines
406 B
GLSL
#version 140
|
|
|
|
uniform mat4 view_matrix;
|
|
uniform mat4 projection_matrix;
|
|
|
|
in vec3 v_position;
|
|
|
|
// per instance data
|
|
// in mat4 instanceMatrix;
|
|
in vec4 i_data0;
|
|
in vec4 i_data1;
|
|
in vec4 i_data2;
|
|
in vec4 i_data3;
|
|
// end per instance data
|
|
void main()
|
|
{
|
|
mat4 model_matrix = mat4(i_data0, i_data1, i_data2, i_data3);
|
|
gl_Position = projection_matrix * view_matrix * model_matrix* vec4(v_position, 1.0);
|
|
}
|