//agf_include "core_vertex.glsl" //agf_include "main_vertex2fragment.glsl" uniform mat4 modelViewProj; uniform mat4 modelView; void main() { vec4 vPosition = AGFVS_VERTEX(); #ifdef GPU_SKINNING if (agf_bonecount > 0) { vPosition = SkinVertex(vPosition); } #endif vertOut_fClipPosition = modelViewProj * vPosition; vertOut_vPosition = (modelView*vPosition).xyz; gl_Position = vertOut_fClipPosition; }