2 #extension GL_EXT_draw_instanced : require
3 #define ID gl_InstanceID
5 uniform mat4 gtf_ModelViewProjectionMatrix;
6 uniform vec3 instanceOffsets[3];
7 uniform vec4 va[gl_MaxVertexAttribs];
12 vec4 vertex = vec4(va[0].xy / 3.0, va[0].zw) + vec4(instanceOffsets[ID], 1.0);
13 color = vec4(0, 0, 0, 0);
14 for (int i = 1; i < gl_MaxVertexAttribs; i++)
16 gl_Position = gtf_ModelViewProjectionMatrix * vertex;