#version 330 uniform mat4 projection; uniform mat4 view; 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 vec4 fragPos; out vec4 fragPosLightspace; out vec2 fragTexCoord; out vec3 fragNormal; void main() { fragTexCoord = vertTexCoord; fragNormal = normalize(normal); gl_Position = projection * view * model * vec4(vert, 1); fragPos = model * vec4(vert, 1); fragPosLightspace = lightspace * fragPos; }