18 lines
418 B
GLSL
18 lines
418 B
GLSL
#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);
|
|
} |