#version 450 in vec3 in_vertex; in vec2 in_texcoord; in int gl_InstanceID; uniform mat4 mvp; out vec2 out_texcoord; void main(void) { gl_Position = mvp * vec4(in_vertex.x, in_vertex.y + (3.0f * gl_InstanceID), in_vertex.z, 1.0); out_texcoord = in_texcoord; }