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uniform mat4 currModelMatrix;
uniform mat4 prevModelMatrix;
uniform mat4 nextModelMatrix;
uniform bool useDeform;
in vec3 pos;
in vec3 prv; /* Previous frame position. */
in vec3 nxt; /* Next frame position. */
out vec3 currWorldPos;
out vec3 prevWorldPos;
out vec3 nextWorldPos;
void main()
{
prevWorldPos = (prevModelMatrix * vec4(useDeform ? prv : pos, 1.0)).xyz;
currWorldPos = (currModelMatrix * vec4(pos, 1.0)).xyz;
nextWorldPos = (nextModelMatrix * vec4(useDeform ? nxt : pos, 1.0)).xyz;
/* Use jittered projmatrix to be able to match exact sample depth (depth equal test).
* Note that currModelMatrix needs to also be equal to ModelMatrix for the samples to match. */
gl_Position = ViewProjectionMatrix * vec4(currWorldPos, 1.0);
}
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