--- /dev/null
+#include "vertex_standard.glsl"
+
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+
+out vec2 aUv;
+
+void main()
+{
+ vec3 world_pos = uMdl * vec4( a_co, 1.0 );
+ gl_Position = uPv * vec4(world_pos,1.0);
+ aUv = vec2(world_pos[0],world_pos[2])*0.15;
+}