+++ /dev/null
-#include "vertex_standard.glsl"
-
-uniform mat4 uPv;
-uniform mat4x3 uMdl;
-
-out vec4 aUv;
-out vec3 aCo;
-
-void main()
-{
- vec3 world_pos = uMdl * vec4( a_co, 1.0 );
- gl_Position = uPv * vec4(world_pos,1.0);
-
- aUv = vec4(world_pos.xz*0.005,depth_coords);
- aCo = world_pos;
-}