#version 450 layout(std430, binding=0) buffer m { mat4 model[]; }; in vec3 in_vertex; in vec2 in_texcoord; uniform mat4 vp; out vec4 gl_Position; out vec2 f_texcoord; void main(void) { gl_Position = (vp * model[gl_InstanceID]) * vec4(in_vertex, 1.0); f_texcoord = in_texcoord; }