#version 140 #define MAX_INSTANCES 100 in vec4 inPosition; in vec2 inTexCoord; uniform float inFadeAlpha[MAX_INSTANCES]; out vec2 pxTexCoord1; out float pxFadeAlpha; void main(void) { pxFadeAlpha = inFadeAlpha[gl_InstanceID]; pxFadeAlpha *= inPosition.w; pxTexCoord1 = inTexCoord; gl_Position = vec4(inPosition.xyz, 1.0); }