#version 460 #pragma shader_stage(vertex) layout(location = 0) in vec3 ipos; layout(location = 1) in vec2 iuv; layout(binding = 0) uniform VP { mat4 view; mat4 projection; }; layout(binding = 1) buffer readonly Model { mat4 model[]; }; out gl_PerVertex { vec4 gl_Position; }; layout (location = 0) out vec3 color; layout (location = 1) out vec2 oUV; void main() { color = vec3(1,1,1); oUV = iuv; gl_Position = projection * view * model[gl_BaseInstance] * vec4(ipos, 1.0); }