uniform mat4 ViewProjectionMatrix; uniform vec2 aspect; /* ---- Instanciated Attribs ---- */ in vec2 texCoord; in vec2 pos; /* ---- Per instance Attribs ---- */ in mat4 InstanceModelMatrix; #ifdef USE_WIRE in vec3 color; #else in vec4 objectColor; #endif in float size; in vec2 offset; flat out vec4 finalColor; #ifndef USE_WIRE out vec2 texCoord_interp; #endif void main() { gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4( (pos[0] + offset[0]) * (size * aspect[0]), (pos[1] + offset[1]) * (size * aspect[1]), 0.0, 1.0); #ifdef USE_WIRE finalColor = vec4(color, 1.0); #else texCoord_interp = texCoord; finalColor = objectColor; #endif }