layout (location=0) in vec3 a_co; layout (location=1) in vec4 a_colour; #include "motion_vectors_vs.glsl" uniform mat4 uPv; uniform mat4 uPvPrev; out vec4 aColour; void main(){ vec4 vproj0 = uPv * vec4( a_co, 1.0 ); vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 ); vs_motion_out( vproj0, vproj1 ); gl_Position = vproj0; aColour = a_colour; }