worldShadowVertex.vs 222 B

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  1. #version 430
  2. layout (location = 0) in vec3 position;
  3. layout (location = 1) in vec2 tex;
  4. layout (location = 2) in vec3 normal;
  5. uniform mat4 projView;
  6. void main(void) {
  7. gl_Position = projView * vec4(position, 1.0);
  8. }