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graphite/dist/shaders/shadow.vert
2024-01-03 16:05:02 -05:00

23 lines
508 B
GLSL

layout(location = 0) in vec3 inPosition;
layout(location = 2) in vec2 inTexCoords;
out VS_OUT {
vec2 uv;
vec3 fragpos;
} vs_out;
out gl_PerVertex {
vec4 gl_Position;
};
layout(binding = 0) uniform UniformBufferObject {
mat4 projection, view, model;
vec4 lightPosition;
float farPlane;
} ubo;
void main() {
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
vs_out.uv = inTexCoords;
vs_out.fragpos = vec3(ubo.model * vec4(inPosition, 1.0));
}