#include "vertex_standard.glsl" #include "motion_vectors_vs.glsl" uniform mat4x3 uMdl; uniform mat4 uPv; uniform mat4 uPvmPrev; out vec4 aColour; out vec2 aUv; out vec3 aNorm; out vec3 aCo; out vec3 aWorldCo; void main() { vec3 world_pos0 = uMdl * vec4( a_co, 1.0 ); vec4 vproj0 = uPv * vec4( world_pos0, 1.0 ); vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 ); vs_motion_out( vproj0, vproj1 ); gl_Position = vproj0; aWorldCo = world_pos0; aColour = a_colour; aUv = a_uv; aNorm = mat3(uMdl) * a_norm; aCo = a_co; }