#version 330 uniform bool uInstanced; uniform mat4 uTransform; in vec3 aPos; in vec3 aInstanceOffset; in vec4 aColor; out vec4 vColor; void main() { if (uInstanced) { gl_Position = uTransform * vec4(aPos.xyz + aInstanceOffset.xyz, 1.0); } else { gl_Position = uTransform * vec4(aPos.xyz, 1.0); } vColor = aColor; }