in vec3 coord3d; in vec3 v_color; uniform mat4 mvp; out vec3 f_color; void main(void) { if(gl_InstanceID == 0){ // Right hand version gl_Position = mvp * vec4(coord3d + vec3(2, 0, 0), 1.0); } else { gl_Position = mvp * vec4(coord3d + vec3(-2, 0, 0), 1.0); } f_color = v_color; }