- tc0 = vec2(tc.x - half_texel.x, tc.y);
- tc_left0 = vec2(tc_left.x - half_texel.x, tc_left.y);
- tc_down0 = vec2(tc_down.x - half_texel.x, tc_down.y);
+ tc0 = vec3(tc.x - half_texel.x, tc.y, gl_InstanceID);
+ tc_left0 = vec3(tc_left.x - half_texel.x, tc_left.y, gl_InstanceID);
+ tc_down0 = vec3(tc_down.x - half_texel.x, tc_down.y, gl_InstanceID);