1 #include "vertex_standard.glsl"
5 uniform vec4 uDepthBounds;
12 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
13 gl_Position = uPv * vec4(world_pos,1.0);
15 vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
16 aUv = vec4(world_pos.xz*0.1,depth_coords);