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GLSL

#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "instance_data.glsl"
layout (push_constant, scalar) uniform constants
{
mat4 lightViewProj;
InstanceBuffer instanceBuffer;
} pcs;
void main()
{
InstanceData instance = pcs.instanceBuffer.instances[gl_InstanceIndex];
Vertex v = instance.vertexBuffer.vertices[gl_VertexIndex];
gl_Position = pcs.lightViewProj * instance.transform * vec4(v.position, 1.0f);
}