#version 450 in vec3 in_vertex; in int gl_InstanceID; uniform mat4 mvp; out vec4 fcolor; //out vec4 gl_Position; void main(void) { // float scale = 2.0 - (gl_InstanceID * 0.02f); // gl_Position = mvp * vec4(in_vertex.x * scale, in_vertex.y * scale + (gl_InstanceID * 0.5f - 4.0f), in_vertex.z, 1.0); gl_Position = mvp * vec4(in_vertex, 1.0); fcolor = vec4(in_vertex.x / 2.0 + 0.5, in_vertex.y / 2.0 + 0.5, in_vertex.z / 2.0 + 0.5, 1.0); // fcolor = vec4(in_vertex.y, in_vertex.y, 1, 1); }