18 lines
341 B
GLSL
18 lines
341 B
GLSL
#version 330
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uniform mat4 model;
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uniform mat4 lightspace;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec2 fragTexCoord;
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void main() {
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fragTexCoord = vertTexCoord;
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gl_Position = lightspace * model * vec4(vert, 1.0);
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}
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