in vec3 pos; in int probe_id; in mat4 probe_mat; uniform mat4 ViewProjectionMatrix; out vec3 worldPosition; flat out int probeIdx; void main() { gl_Position = ViewProjectionMatrix * probe_mat * vec4(pos, 1.0); worldPosition = (probe_mat * vec4(pos, 1.0)).xyz; probeIdx = probe_id; }