uniform mat3 eye_obj_normal_matrix;
uniform Transform
{
+ mat4 eye_world_matrix;
mat4 projection_matrix;
};
layout(location=2) in vec3 normal;
layout(location=4) in vec3 tangent;
layout(location=5) in vec3 binormal;
+layout(location=12) in vec4 instance_transform[3];
#pragma MSP stage(fragment)
layout(location=0) out vec4 frag_color;