#version 450 layout(push_constant) uniform pc { mat4 model; mat4 view; mat4 proj; } ubo; struct InstanceData { vec3 pos; vec3 rot; float scale; uint texture_id; }; layout(set=0, binding = 0, std430) readonly buffer InstanceBuffer { InstanceData instances[]; }; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out uint outInstanceTextureId; void main() { InstanceData instance = instances[gl_InstanceIndex]; mat4 gRotMat; mat3 mx, my, mz; // rotate around x float s = sin(instance.rot.x + 0); float c = cos(instance.rot.x + 0); mx[0] = vec3(1, 0.0, 0.0); mx[1] = vec3(0, c, -s); mx[2] = vec3(0.0, s, c); // rotate around y s = sin(instance.rot.y + 0); c = cos(instance.rot.y + 0); my[0] = vec3(c, 0.0, s); my[1] = vec3(0.0, 1.0, 0.0); my[2] = vec3(-s, 0.0, c); // rot around z s = sin(instance.rot.z + 0); c = cos(instance.rot.z + 0); mz[0] = vec3(c, -s, 0.0); mz[1] = vec3(s, c, 0.0); mz[2] = vec3(0.0, 0.0, 1); mat3 rotMat = mz * my * mx; s = sin(instance.rot.y + 0); c = cos(instance.rot.y + 0); gRotMat[0] = vec4(c, 0.0, s, 0.0); gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0); gRotMat[2] = vec4(-s, 0.0, c, 0.0); gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0); vec4 locPos = vec4(inPosition.xyz * rotMat, 1.0); vec4 pos = vec4((locPos.xyz * instance.scale) + instance.pos, 1.0); gl_Position = ubo.proj * ubo.view * ubo.model * pos; fragColor = inColor; fragTexCoord = inTexCoord; outInstanceTextureId = instance.texture_id; }