我正在尝试在我的OpenGL程序中实现实例化.我让它工作,然后决定通过将模型 - 视图 - 投影乘法矩阵作为GLSL程序的输入来使我的GLSL代码更有效,以便CPU为每个实例计算它,而不是GPU.这是我的顶点着色器代码(大部分与我的问题无关):
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 2) in vec3 vertexColor;
layout(location = 3) in vec3 vertexNormal_modelspace;
layout(location = 6) in mat4 models;
layout(location = 10) in mat4 modelsV;
layout(location = 14) in mat4 modelsVP;
// Output data ; will be interpolated for each fragment.
out vec3 newColor;
out vec3 Position_worldspace;
out vec3 Normal_cameraspace;
out vec3 EyeDirection_cameraspace;
// Values that …Run Code Online (Sandbox Code Playgroud)