1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec3 a_norm;
3 layout (location=2) in vec4 a_colour;
4 layout (location=3) in vec2 a_uv;
10 uniform float uOpacity;
20 vec3 world_pos = uMdl * vec4(a_co,1.0);
21 gl_Position = uPv * vec4(world_pos,1.0);
25 aNorm = mat3(uMdl) * a_norm;
27 aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;