Index: shaders/ship.vert
===================================================================
--- shaders/ship.vert	(revision 055750aa780089e54a6a30e8455284e2e1f4883c)
+++ shaders/ship.vert	(revision cf727ca5b76ad07619880fa102ed2fbbd918503b)
@@ -18,5 +18,5 @@
 layout(location = 1) in vec3 vertex_color;
 layout(location = 2) in vec3 vertex_normal;
-//layout(location = 3) in uint ubo_index;
+layout(location = 3) in uint obj_index;
 
 layout(location = 0) out vec3 position_eye;
@@ -33,10 +33,8 @@
 // Check Anton's book to see how to fix this
 void main() {
-   position_eye = vec3(ubo.view * sbo.objects[0].model * vec4(vertex_position, 1.0));
-   //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
+   position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
 
    // Using 0.0 instead of 1.0 means translations won't effect the normal
-   normal_eye = normalize(vec3(ubo.view * sbo.objects[0].model * vec4(vertex_normal, 0.0)));
-   //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
+   normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
    color = vertex_color;
    light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
