in vec3 pos; in vec3 nor; /* Instance attrib */ in int probe_id; in vec3 probe_location; in float sphere_size; uniform mat4 ViewProjectionMatrix; flat out int pid; out vec3 worldNormal; out vec3 worldPosition; void main() { pid = probe_id; worldPosition = pos * 0.1 * sphere_size + probe_location; gl_Position = ViewProjectionMatrix * vec4(worldPosition, 1.0); worldNormal = normalize(nor); }