#version 410 #define MAX_NUM_OBJECTS 1024 uniform mat4 view, proj; layout (std140) uniform models { mat4 model_mats[MAX_NUM_OBJECTS]; }; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec2 vt; layout(location = 2) in uint ubo_index; out vec2 texture_coordinates; void main() { vec3 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); texture_coordinates = vt; gl_Position = proj * vec4(position_eye, 1.0); }