#version 430 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; layout(location = 2) in vec2 vertexTexCoord; uniform mat4 viewProjectionMatrix; uniform mat4 modelMatrix; //uniform mat4 LightVP; //out vec4 sunSpacePos; void main() { gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0); // sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1); }