#version 450 uniform mat3 N; uniform mat4 WVP; uniform float tex_unpack; uniform mat4 prevWVP; in vec4 pos; in vec2 nor; in vec2 tex; out vec2 tex_coord; out vec3 wnormal; out vec4 wvpposition; out vec4 prevwvpposition; void main() { vec4 spos = vec4(pos.xyz, 1.0); tex_coord = tex * tex_unpack; wnormal = normalize(N * vec3(nor.xy, pos.w)); gl_Position = WVP * spos; wvpposition = gl_Position; prevwvpposition = prevWVP * spos; }