layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; }; in vec3 Origin; in vec3 Orientation; in vec3 Scale; in vec3 Position; in vec2 Texcoord; #ifdef VSLayer out vec2 uv; #else out vec2 tc; out int layerId; #endif mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); void main(void) { mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale); #ifdef VSLayer gl_Layer = gl_InstanceID & 3; gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.); uv = Texcoord; #else layerId = gl_InstanceID & 3; gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.); tc = Texcoord; #endif }