--- /dev/null
+layout (location=0) in vec3 a_co;
+layout (location=1) in vec4 a_norm;
+layout (location=2) in vec2 a_uv;
+
+#include "motion_vectors_vs.glsl"
+
+uniform mat4x3 uMdl;
+uniform mat4 uPv;
+uniform mat4 uPvmPrev;
+uniform vec3 uInfo;
+
+out vec2 aUv;
+out vec4 aNorm;
+out vec3 aCo;
+out vec3 aWorldCo;
+
+void main()
+{
+ float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;
+ float c = -cos(w*0.2);
+ float s = -sin(w*0.2);
+ float r = 0.2;
+
+ float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);
+ float c1 = cos(w1);
+ float s1 = sin(w1);
+
+ float yoff = step(0.01,fract(uInfo.z))*-0.5;
+
+ mat4x3 mlocal;
+ mlocal[0] = vec3(c1, s1,0.0);
+ mlocal[1] = vec3(-s1,c1,0.0);
+ mlocal[2] = vec3(0.0,0.0,1.0);
+ mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);
+
+ vec3 local_pos0 = mlocal * vec4( a_co, 1.0 );
+ vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 );
+
+ vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
+ vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 );
+
+ vs_motion_out( vproj0, vproj1 );
+
+ gl_Position = vproj0;
+
+ aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );
+ aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );
+ aCo = a_co;
+ aWorldCo = world_pos0;
+}