1 #include "vertex_standard.glsl"
5 uniform float uOpacity;
16 vec3 world_pos = uMdl * vec4(a_co,1.0);
17 vec4 clip_pos = uPv * vec4(world_pos,1.0);
18 gl_Position = clip_pos;
22 aNorm = mat3(uMdl) * a_norm;
25 aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;