#version 410 core // Vertex attributes layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoords; // Uniforms uniform Model { mat4 mat; }; uniform LightSpace { mat4 mat; }; void main() { gl_Position = LightSpace.mat * Model.mat * vec4(inPosition, 1.0); }