- vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);
- gl_Position = uPv * vec4( world_pos, 1.0 );
+ vec3 local_pos = mlocal * vec4( a_co, 1.0 );
+ vec3 world_pos = uMdl * vec4( local_pos, 1.0 );
+
+ vec4 vproj0 = uPv * vec4( world_pos, 1.0 );
+ vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );
+
+ // Output
+ vs_motion_out( vproj0, vproj1 );
+
+ gl_Position = vproj0;