#version 450 core #extension GL_ARB_shader_draw_parameters : require layout(location = 0) in vec4 in_position; layout(location = 1) in vec4 in_color; layout(location = 2) in int in_refVertexIndex; layout(location = 0) out vec4 out_color; out gl_PerVertex { vec4 gl_Position; }; void main() { vec2 perVertex = vec2(in_position.x, in_position.y); vec2 perInstance[5] = vec2[5](vec2(0.0, 0.0), vec2(-0.3, 0.0), vec2(0.0, 0.3), vec2(0.5, 0.5), vec2(0.75, -0.8)); vec2 perDraw[4] = vec2[4](vec2(0.0, 0.0), vec2(-0.3, -0.3), vec2(0.3, 0.3), vec2(1.0, 0.5)); vec4 colors[4] = vec4[4](vec4(1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0)); gl_Position = vec4(perVertex + perInstance[gl_InstanceIndex - gl_BaseInstanceARB] + perDraw[gl_DrawIDARB], 0.0, 1.0); if ((gl_VertexIndex - gl_BaseVertexARB) == in_refVertexIndex) out_color = in_color * colors[gl_DrawIDARB]; else out_color = vec4(1.0, 0.0, 0.0, 1.0); }