- vec3 world_pos = uMdl * vec4(a_co,1.0);
- gl_Position = uPv * vec4( world_pos, 1.0 );
+ vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
+ vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
+ vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
+
+ vs_motion_out( vproj0, vproj1 );
+
+ gl_Position = vproj0;
+ aWorldCo = world_pos0;