#version 450 struct InstanceData { mat4 MATRIX_MVP; vec4 Color; }; layout(binding = 0, std430) readonly buffer gInstanceData { layout(row_major) InstanceData _data[]; } gInstanceData_1; layout(location = 0) in vec3 PosL; uniform int SPIRV_Cross_BaseInstance; layout(location = 0) out vec4 _entryPointOutput_Color; void main() { gl_Position = gInstanceData_1._data[uint((gl_InstanceID + SPIRV_Cross_BaseInstance))].MATRIX_MVP * vec4(PosL, 1.0); _entryPointOutput_Color = gInstanceData_1._data[uint((gl_InstanceID + SPIRV_Cross_BaseInstance))].Color; }