#include "vertex_standard.glsl" uniform mat4 uPv; uniform mat4x3 uMdl; out vec4 aColour; out vec2 aUv; out vec3 aNorm; out vec3 aCo; out vec3 aWorldCo; void main() { vec3 world_pos = uMdl * vec4(a_co,1.0); gl_Position = uPv * vec4( world_pos, 1.0 ); aColour = a_colour; aUv = a_uv; aNorm = mat3(uMdl) * a_norm; aCo = a_co; aWorldCo = world_pos; }