1 #include "vertex_standard.glsl"
2 #include "motion_vectors_vs.glsl"
16 vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
17 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
18 vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
20 vs_motion_out( vproj0, vproj1 );
23 aWorldCo = world_pos0;
26 aNorm = mat3(uMdl) * a_norm;