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