uniform mat4 uPv;
uniform mat4x3 uMdl;
-uniform vec4 uDepthBounds;
out vec4 aUv;
out vec3 aCo;
vec3 world_pos = uMdl * vec4( a_co, 1.0 );
gl_Position = uPv * vec4(world_pos,1.0);
- vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
- aUv = vec4(world_pos.xz*0.1,depth_coords);
+ aUv = vec4(world_pos.xz*0.005,depth_coords);
aCo = world_pos;
}