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custom_material.vert: gl_InstanceIndex includes gl_BaseInstance (#9326)
Fixes shader_material_glsl on DX12 too.
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@ -33,6 +33,6 @@ layout(set = 2, binding = 0) readonly buffer _Meshes {
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void main() {
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v_Uv = Vertex_Uv;
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gl_Position = ViewProj
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* Meshes[gl_BaseInstance + gl_InstanceIndex].Model
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* Meshes[gl_InstanceIndex].Model
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* vec4(Vertex_Position, 1.0);
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}
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