1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec4 a_norm;
3 layout (location=2) in vec2 a_uv;
5 #include "motion_vectors_vs.glsl"
18 vec4 vsine = sin(vec4(uTime + a_co.x, uTime*0.7 + a_co.z,uTime,uTime*1.3));
19 vec3 co = a_co + vsine.xyz * a_norm.w * 0.5;
21 vec3 world_pos0 = uMdl * vec4( co, 1.0 );
22 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
23 vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );
25 vs_motion_out( vproj0, vproj1 );
30 aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
32 aWorldCo = world_pos0;