#version 150 in vec4 vertex; in vec4 normal; in vec4 uv0; in vec4 uv1; // pos2 // out vec2 oUv; out vec4 colour; uniform mat4 worldViewProj; uniform vec4 anim_t; // hardware morph animation (no normals) void main() { // interpolate vec4 interp = vec4(vertex.xyz + anim_t.x * (uv1.xyz - vertex.xyz), 1.0); gl_Position = worldViewProj * interp; // oUv = uv0.xy; colour = vec4(1.0, 0.0, 0.0, 1.0); }