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