layout (location=0) in vec4 a_co;
-layout (location=1) in vec4 a_norm;
-layout (location=2) in vec4 a_colour;
+layout (location=1) in vec4 a_colour;
#include "motion_vectors_vs.glsl"
uniform vec4 uTransform;
out vec4 aColour;
-out vec3 aNorm;
out vec3 aWorldCo;
out vec3 aCo;
vec3 center = vec3(0.5);
- vec3 lco = mapP(mco-center);
- mco = lco + center;
+ vec3 lco = mapP(mco);
vec3 world_pos0 = uMdl * vec4( mco, 1.0 );
vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 );
float t = max(0.0,uTime.y);
- float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));
+ float scaler = smoothstep(0.6,0.58,length(lco.xz));
vs_motion_out( vproj0, vproj1 );
gl_Position = vproj0;
- gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);
+ gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01);
aWorldCo = world_pos0;
- aColour = a_colour*scaler*(0.3+a_co.y)+pow(1.0-a_co.y,16.0);
+ aColour = a_colour*scaler;
aCo = mco;
- aNorm = uNormMtx * a_norm.xyz;
}