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Cubed/assets/shaders/depth_model_vert.glsl

14 lines
263 B
GLSL

#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
uniform mat4 lightSpaceMatrix;
uniform mat4 modelMatrix;
out vec2 tc;
void main() {
tc = texCoord;
gl_Position = lightSpaceMatrix * modelMatrix * vec4(pos, 1.0);
}