Basically in your game code you could do something like:
shader_data = PTA_LVecBase4f()
for i in xrange(10):
shader_data.pushBack(UnalignedLVecBase4f())
node.setShaderInput('shader_data', shader_data)
node.setInstanceCount(10)
In the shader, access it with:
uniform vec4 shader_data[10];
void main() {
vec4 my_data = shader_data[gl_InstanceID];
}