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"
10 uniform vec2 uUvOffset;
19 vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
20 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
21 vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
23 vs_motion_out( vproj0, vproj1 );
27 aUv = a_uv + uUvOffset;
28 aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
30 aWorldCo = world_pos0;