1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec3 a_norm;
3 layout (location=2) in vec2 a_uv;
5 #include "motion_vectors_vs.glsl"
19 vec3 co = a_co*uOffset.w+uOffset.xyz;
20 vec3 world_pos0 = uMdl * vec4( co, 1.0 );
21 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
22 vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );
24 vs_motion_out( vproj0, vproj1 );
29 aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );
31 aWorldCo = world_pos0;