layout (location=0) in vec3 a_co;
layout (location=1) in vec4 a_norm;
layout (location=2) in vec2 a_uv;
-layout (location=3) in ivec4 a_lights;
#include "motion_vectors_vs.glsl"
out vec4 aNorm;
out vec3 aCo;
out vec3 aWorldCo;
-flat out ivec4 aLights;
void main()
{
aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
aCo = a_co;
aWorldCo = world_pos0;
- aLights = a_lights;
}