Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
14 lines
244 B
GLSL
14 lines
244 B
GLSL
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uniform mat4 ViewProjectionMatrix;
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/* ---- Instantiated Attrs ---- */
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in vec3 pos;
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/* ---- Per instance Attrs ---- */
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in mat4 InstanceModelMatrix;
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void main()
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{
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gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(pos, 1.0);
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}
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