Look like instance orientation was wrong.
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@ -16,12 +16,12 @@ out vec2 uv;
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mat4 getWorldMatrix(vec3 origin, vec3 rotation)
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{
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// from irrlicht
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float cr = cos( rotation.x );
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float sr = sin( rotation.x );
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float cp = cos( rotation.y );
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float sp = sin( rotation.y );
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float cy = cos( rotation.z );
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float sy = sin( rotation.z );
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float cr = cos( rotation.z );
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float sr = sin( rotation.z );
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float cp = cos( rotation.x );
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float sp = sin( rotation.x );
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float cy = cos( rotation.y );
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float sy = sin( rotation.y );
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float srsp = sr*sp;
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float crsp = cr*sp;
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