#include globals.wgsl @vertex fn vs_main( model: VertexInput, instance: InstanceInput, ) -> @builtin(position) vec4 { let model_matrix = mat4x4( instance.model_matrix_0, instance.model_matrix_1, instance.model_matrix_2, instance.model_matrix_3, ); let world_position = model_matrix * vec4(model.position, 1.0); return light.matrices[light_matrix_index.value] * world_position; }