Fix for instanced object with default material.
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@ -18,6 +18,7 @@ layout (std140) uniform MatrixesData
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#if __VERSION__ >= 330
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 7) in vec3 Origin;
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@ -26,6 +27,7 @@ layout(location = 9) in vec3 Scale;
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#else
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#else
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in vec3 Position;
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in vec3 Position;
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in vec3 Normal;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Origin;
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@ -35,6 +37,7 @@ in vec3 Scale;
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out vec3 nor;
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out vec3 nor;
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out vec2 uv;
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out vec2 uv;
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out vec4 color;
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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@ -46,4 +49,5 @@ void main(void)
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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uv = Texcoord;
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color = Color.zyxw;
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}
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}
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