uniform mat4 ViewProjectionMatrix; /* ---- Instanciated Attribs ---- */ in vec3 pos; /* ---- Per instance Attribs ---- */ in mat4 InstanceModelMatrix; in vec3 color; #ifdef UNIFORM_SCALE in float size; #else in vec3 size; #endif flat out vec4 finalColor; void main() { gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos * size, 1.0); finalColor = vec4(color, 1.0); }