#version 450 #ifdef GL_ARB_shader_draw_parameters #extension GL_ARB_shader_draw_parameters : enable #endif #ifdef GL_ARB_shader_draw_parameters #define SPIRV_Cross_BaseInstance gl_BaseInstanceARB #else uniform int SPIRV_Cross_BaseInstance; #endif void main() { gl_Position = vec4(float(uint(gl_VertexID) + uint((gl_InstanceID + SPIRV_Cross_BaseInstance)))); }