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);
- gl_Position = uPv * vec4(world_pos,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 = 1.0-(gl_Position.y+0.5)*uOpacity;
+ aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;
}