+#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;
}