#version 460 layout(packed, binding=0) buffer model_list { mat4 models[]; }; in vec3 in_vertex; in vec2 in_texcoord; uniform mat4 vp; out vec2 frag_texcoord; out vec4 gl_Position; void main(void) { gl_Position = vp * models[gl_InstanceID] * vec4(in_vertex, 1.0); frag_texcoord = in_texcoord; }