#version 150 #extension GL_ARB_draw_instanced : require #define ID gl_InstanceID uniform mat4 gtf_ModelViewProjectionMatrix; uniform vec3 instanceOffsets[3]; in vec4 va[gl_MaxVertexAttribs]; out vec4 color; void main (void) { vec4 vertex = vec4(va[0].xy / 3.0, va[0].zw) + vec4(instanceOffsets[ID], 1.0); color = vec4(0, 0, 0, 0); for (int i = 1; i < gl_MaxVertexAttribs; i++) color += va[i]; gl_Position = gtf_ModelViewProjectionMatrix * vertex; gl_PointSize = 1.0; }