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

18 lines
341 B
GLSL

#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);
}