layout (location=0) in vec3 a_co;
layout (location=1) in vec3 a_norm;
layout (location=2) in vec2 a_uv;
layout (location=0) in vec3 a_co;
layout (location=1) in vec3 a_norm;
layout (location=2) in vec2 a_uv;
vec3 world_pos0 = uMdl * vec4( co, 1.0 );
vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );
vec3 world_pos0 = uMdl * vec4( co, 1.0 );
vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );