ion;
        layout(location=1) in vec2 uv;
        layout(location=2) in vec4 normal;
        
        uniform SceneUniforms {
            mat4 viewProj;
            vec4 eyePosition;
            vec4 lightPosition;
        };

        uniform mat4 uModelPrevious;
        uniform mat4 uModel;
        
        out vec3 vPosition;
        out vec2 vUV;
        out vec3 vNormal;
        out vec2 vScreenVelocity;

        void main() {
            vec4 worldPosition = uModel * position;
            vec4 previo