#include "vertex_standard.glsl" uniform mat4 uPv; uniform mat4x3 uMdl; out vec4 aUv; out vec3 aCo; void main() { vec3 world_pos = uMdl * vec4( a_co, 1.0 ); gl_Position = uPv * vec4(world_pos,1.0); aUv = vec4(world_pos.xz*0.005,depth_coords); aCo = world_pos; }