1 #include "vertex_standard.glsl"
5 uniform vec4 uDepthBounds;
13 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
14 gl_Position = uPv * vec4(world_pos,1.0);
16 vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
17 aUv = vec4(world_pos.xz*0.01,depth_coords);
20 aDepth = gl_Position.z;