worldShadowVertex.vs 231 B

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  1. #version 430
  2. layout (location = 0) in vec3 position;
  3. uniform mat4 projMatrix;
  4. uniform mat4 viewMatrix;
  5. uniform mat4 modelMatrix;
  6. void main(void)
  7. {
  8. gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
  9. }