#version 310 es #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(1.0, 2.0, 3.0, 4.0) * float(gl_VertexID + (gl_InstanceID + SPIRV_Cross_BaseInstance)); }