out vec4 aUv;
out vec3 aCo;
+out float aDepth;
void main()
{
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*0.01,depth_coords);
aCo = world_pos;
+
+ aDepth = gl_Position.z;
}