layout (location = 0) in vec3 vertexPosition;
uniform sampler2D matrices;
layout (std140) uniform Uniforms {
mat4 viewProjection;
int tileSize;
float frameBufferHeight;
};
flat out uint objectIndex;
void main()
{
objectIndex = uint(gl_InstanceID);
gl_Position = (viewProjection * S_FetchMatrix(matrices, gl_InstanceID)) * vec4(vertexPosition, 1.0);
}