framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.vs
1 #include "vertex_standard.glsl"
2 #include "motion_vectors_vs.glsl"
3
4 uniform mat4x3 uMdl;
5 uniform mat4 uPv;
6 uniform mat4 uPvmPrev;
7
8 out vec4 aColour;
9 out vec2 aUv;
10 out vec3 aNorm;
11 out vec3 aCo;
12 out vec3 aWorldCo;
13
14 void main()
15 {
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 );
19
20 vs_motion_out( vproj0, vproj1 );
21
22 gl_Position = vproj0;
23 aWorldCo = world_pos0;
24 aColour = a_colour;
25 aUv = a_uv;
26 aNorm = mat3(uMdl) * a_norm;
27 aCo = a_co;
28 }