#version 450 layout (push_constant) uniform PushConstants { mat4 Model; float blend; }; layout (location = 0) in vec4 vertexa; layout (location = 1) in vec3 normala; layout (location = 2) in vec4 vertexb; layout (location = 3) in vec3 normalb; layout (location = 0) out int InstanceIndex; void main (void) { vec4 vertex; vertex = mix (vertexa, vertexb, blend); gl_Position = Model * vertex; InstanceIndex = gl_InstanceIndex; }