#version 450 in vec3 in_vertex; in vec3 in_color; in int gl_InstanceID; uniform mat4 mvp; out vec4 fcolor; out vec4 gl_Position; void main(void) { float scale = 1.0 - (gl_InstanceID * 0.08f); gl_Position = mvp * vec4(in_vertex.x * scale, in_vertex.y * scale + (gl_InstanceID * 0.1f - 1.5f), in_vertex.z, 1.0); fcolor = vec4(in_color, 1.0); }