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#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 ShadowUniforms { mat4 model; mat4 lightSpace; } uniforms; void main() { gl_Position = uniforms.lightSpace * uniforms.model * vec4(inPosition, 1.0); }