title: (WebGL) Rendering triangles that are slightly different thru a single VBO
body: <p><strong>Disclaimer:</strong></p>
  
  <p>I've stepped away from my personal R&amp;D with WebGL and im trying to get back into the groove.
  First let me make this clear, I first stepped away from this because I became very frustrated with trying to draw objects via a single render call. In short, I did not know how to do this from the shader perspective. So here I am now, trying to tackle this again.</p>
  
  <p><strong>Scenerio</strong></p>
  
  <p>My situation/scenario is simple. I have many objects (i.e. cubes) which I want to render in a single render call. I know I need to send this to the GPU via a single VBO. Each cube is the same set of vertices, but they can have different transformations as well as different colors.</p>
  
  <p><strong>Question(s)</strong></p>
  
  <p>Where/how can a non-engine programmer like me understand the vertex shader well enough to write one myself, so that the shader can draw all objects from a single VBO?</p>
  
  <p>Right now I'm not sure how a vertex shader can understand which object it is "working" on (the VBO is a contiguous memory allocation for all of my cube objects). How does such a shader look like?</p>
  
  <p>I sincerely hope this is clear and precise and that this question(s) is reviewed as valuable to this community.</p>