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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;
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
}
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