#ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ViewProjectionMatrix; /* ---- Instantiated Attrs ---- */ in vec3 pos; /* ---- Per instance Attrs ---- */ in mat4 InstanceModelMatrix; in vec4 color; # ifdef UNIFORM_SCALE in float size; # else in vec3 size; # endif flat out vec4 finalColor; #endif void main() { finalColor = color; vec4 wPos = InstanceModelMatrix * vec4(pos * size, 1.0); gl_Position = ViewProjectionMatrix * wPos; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(wPos.xyz); #endif }