#include "vertex_standard.glsl" uniform mat4 uPv; uniform mat4x3 uMdl; uniform float uOpacity; out vec4 aColour; out vec2 aUv; out vec3 aNorm; out vec3 aCo; out vec3 aWorldCo; out float aOpacity; void main() { vec3 world_pos = uMdl * vec4(a_co,1.0); vec4 clip_pos = uPv * vec4(world_pos,1.0); gl_Position = clip_pos; aColour = a_colour; aUv = a_uv; aNorm = mat3(uMdl) * a_norm; aWorldCo = world_pos; aCo = a_co; aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity; }