#version 330 uniform mat4 projection; uniform mat4 view; uniform mat4 model; uniform mat4 mvp; uniform mat4 lightspace; uniform vec3 viewPos; layout (location = 0) in vec3 vert; layout (location = 1) in vec3 normal; layout (location = 2) in vec2 vertTexCoord; layout (location = 3) in float light; out vec3 fragPosWorld; out float fragPosLightspaceZ; out float fragDepthView; out vec2 fragTexCoord; out vec3 fragNormal; out float fragLight; void main() { fragTexCoord = vertTexCoord; fragNormal = normalize(normal); fragLight = light; vec4 pos4 = model * vec4(vert, 1); fragPosWorld = pos4.xyz / pos4.w; vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f); fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f; vec4 posView = view * pos4; fragDepthView = posView.z; gl_Position = mvp * vec4(vert, 1); fragPosWorld -= viewPos; }