1#version 450 core 2#extension GL_ARB_shader_draw_parameters : require 3 4layout(location = 0) in vec4 in_position; 5layout(location = 1) in vec4 in_color; 6layout(location = 2) in int in_refVertexIndex; 7 8layout(location = 0) out vec4 out_color; 9 10out gl_PerVertex { 11 vec4 gl_Position; 12}; 13 14void main() { 15 vec2 perVertex = vec2(in_position.x, in_position.y); 16 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)); 17 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)); 18 int baseInstanceIndex = gl_InstanceIndex - gl_BaseInstanceARB; 19 20 gl_Position = vec4(perVertex + perInstance[baseInstanceIndex], 0.0, 1.0); 21 22 if ((gl_VertexIndex - gl_BaseVertexARB) == in_refVertexIndex && gl_DrawIDARB == 0) 23 out_color = in_color * colors[baseInstanceIndex]; 24 else 25 out_color = vec4(1.0, 0.0, 0.0, 1.0); 26} 27