export const assign_position = ` mat4 model = uModel * aTransform; mat4 modelView = uView * model; #ifdef dGeoTexture vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz; #else vec3 position = aPosition; #endif vec4 position4 = vec4(position, 1.0); // for accessing tColorGrid in vert shader and for clipping in frag shader vModelPosition = (model * position4).xyz; vec4 mvPosition = modelView * position4; vViewPosition = mvPosition.xyz; gl_Position = uProjection * mvPosition; `;