-#include "vertex_standard.glsl"
-
-uniform mat4 uPv;
-uniform mat4x3 uMdl;
-uniform float uOpacity;
-
-out vec4 aColour;
-out vec2 aUv;
-out vec3 aNorm;
-out vec3 aCo;
-out vec3 aWorldCo;
-out float aOpacity;
-
-void main()
-{
- vec3 world_pos = uMdl * vec4(a_co,1.0);
- vec4 clip_pos = uPv * vec4(world_pos,1.0);
- gl_Position = clip_pos;
-
- aColour = a_colour;
- aUv = a_uv;
- aNorm = mat3(uMdl) * a_norm;
- aWorldCo = world_pos;
- aCo = a_co;
- aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;
-}