out vec2 aUv;
out vec3 aNorm;
out vec3 aCo;
+out vec3 aWorldCo;
out float aOpacity;
void main()
aColour = a_colour;
aUv = a_uv;
aNorm = mat3(uMdl) * a_norm;
- aCo = world_pos;
+ aWorldCo = world_pos;
+ aCo = a_co;
aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;
}