uniform mat4x3 uMdl;
uniform mat4 uPv;
uniform mat4 uPvmPrev;
-uniform vec3 uOffset;
+uniform vec4 uOffset;
out vec4 aColour;
out vec2 aUv;
void main()
{
- vec3 co = a_co+uOffset;
+ vec3 co = a_co*uOffset.w+uOffset.xyz;
vec3 world_pos0 = uMdl * vec4( co, 1.0 );
vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );