# SSBO Instancing Effect vertex: includes: | struct Transform { mat4 model_mat; }; #extension GL_ARB_shader_storage_buffer_object : enable layout(std430, binding = 10) buffer ShaderBuffer { Transform transforms[]; }; transform: | // Overwrite position and normal using SSBO data mat4 model_matrix = transforms[gl_InstanceID].model_mat; vOutput.position = (model_matrix * p3d_Vertex).xyz; // Transform normal (approximation assuming uniform scale for performance, otherwise use inverse transpose) mat3 normal_matrix = mat3(model_matrix); vOutput.normal = normalize(normal_matrix * p3d_Normal);