gl01/internal/asset/shader/world/shadowmap.vert

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#version 330
uniform mat4 model;
uniform mat4 lightspace;
layout (location = 0) in vec3 vert;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 vertTexCoord;
layout (location = 3) in float light;
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out vec2 fragTexCoord;
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void main() {
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fragTexCoord = vertTexCoord;
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gl_Position = lightspace * model * vec4(vert, 1.0);
}