// Vertex Shader – file "shadername.vert"

#version 330 core

uniform mat4 pvm;
uniform mat4 wtm;

uniform samplerBuffer InstanceData;

in vec4 in_position;
in vec2 in_texcords;

out vec2 tex_coord;

void main(void)
{
	gl_Position = pvm * wtm * (in_position + texelFetchBuffer(InstanceData, gl_InstanceID)); //texelFetch(InstanceData, gl_InstanceID) texelFetchBuffer(InstanceData, gl_InstanceID) +
	tex_coord = in_texcords;
}
