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;
8 #include "motion_vectors_vs.glsl"
12 uniform mat4 uPvmPrev;
23 vec3 co = a_co*uOffset.w+uOffset.xyz;
24 vec3 world_pos0 = uMdl * vec4( co, 1.0 );
25 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
26 vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );
28 vs_motion_out( vproj0, vproj1 );
31 aWorldCo = world_pos0;
34 aNorm = mat3(uMdl) * a_norm;