#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 texCoord; layout (location = 4) in float light; out vec4 fragPos; out vec4 fragPosLightspace; out vec3 fragNormal; out vec2 fragTexCoord; void main() { fragTexCoord = texCoord; fragPos = model * vec4(vert, 1); fragPosLightspace = lightspace * fragPos; fragNormal = normal; gl_Position = projection * view * fragPos; }