#version 450 in vec3 in_vertex; uniform mat4 mvp; out vec4 fcolor; out vec4 gl_Position; void main(void) { gl_Position = mvp * vec4(in_vertex.x + gl_InstanceID - 10, in_vertex.y, in_vertex.z, 1.0); // gl_Position = mvp * vec4(in_vertex, 1.0); fcolor = vec4(gl_InstanceID / 20.0, in_vertex.y, 0.5, 1.0); }