1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec3 a_norm;
3 layout (location=2) in vec2 a_uv;
4 layout (location=3) in vec4 a_colour;
5 layout (location=4) in vec4 a_weights;
6 layout (location=5) in ivec4 a_groups;
17 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
18 gl_Position = uPv * vec4(world_pos,1.0);