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