#include "vertex_standard.glsl" uniform mat4 uPv; uniform mat4x3 uMdl; uniform vec4 uDepthBounds; out vec4 aUv; out vec3 aCo; out float aDepth; void main() { vec3 world_pos = uMdl * vec4( a_co, 1.0 ); gl_Position = uPv * vec4(world_pos,1.0); vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw; aUv = vec4(world_pos.xz*0.01,depth_coords); aCo = world_pos; aDepth = gl_Position.z; }