1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec4 a_norm;
3 layout (location=2) in vec2 a_uv;
4 layout (location=3) in ivec4 a_lights;
6 #include "motion_vectors_vs.glsl"
10 uniform mat4 uPvmPrev;
16 flat out ivec4 aLights;
20 vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
21 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
22 vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
24 vs_motion_out( vproj0, vproj1 );
29 aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
31 aWorldCo = world_pos0;