// __multiversion__ // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate. #include "shaders/vertexVersionSimple.h" #include "shaders/uniformWorldConstants.h" #include "shaders/util_vertex.h" attribute mediump vec4 POSITION; attribute vec4 WEIGHTS; void main() { gl_Position = WORLDVIEWPROJ * POSITION; gl_Position.xy += computeScreenOffsets(POSITION.xyz, WEIGHTS, WORLDVIEWPROJ); //this is to make it come closer to the camera and avoid z-fighting gl_Position.z -= 0.0001; }