uniform mat4 uPv;
uniform mat4x3 uMdl;
-out vec2 aUv;
+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 = vec2(world_pos[0],world_pos[2])*0.15;
+
+ aUv = vec4(world_pos.xz*0.005,depth_coords);
+ aCo = world_pos;
}