@export ecgl.sm.depth.vertex uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; attribute vec3 position : POSITION; attribute vec2 texcoord : TEXCOORD_0; #ifdef VERTEX_ANIMATION attribute vec3 prevPosition; uniform float percent : 1.0; #endif varying vec4 v_ViewPosition; varying vec2 v_Texcoord; void main(){ #ifdef VERTEX_ANIMATION vec3 pos = mix(prevPosition, position, percent); #else vec3 pos = position; #endif v_ViewPosition = worldViewProjection * vec4(pos, 1.0); gl_Position = v_ViewPosition; v_Texcoord = texcoord; } @end @export ecgl.sm.depth.fragment @import clay.sm.depth.fragment @end