#version 450 in vec3 in_vertex; in vec3 in_color; uniform mat4 mvp; uniform mat4 rotation; uniform int count; uniform vec3 cubelocs[300]; out vec4 output_color; void main(void) { vec4 offset = vec4(cubelocs[gl_InstanceID], 0); output_color = vec4(in_color.rgb, 1.0); gl_Position = mvp * ((rotation * vec4(in_vertex, 1.0)) + offset); }