#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; out vec2 fragTexCoord; void main() { fragTexCoord = vertTexCoord; gl_Position = lightspace * model * vec4(vert, 1.0); }