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- #version 430
- layout (location = 0) in vec2 position;
- uniform mat4 proj;
- uniform mat4 view;
- uniform mat4 model;
- uniform mat4 shadow;
- out vec4 varShadowPosition;
- void main(void) {
- gl_Position = proj * view * model * vec4(position, 0.0, 1.0);
- varShadowPosition = shadow * model * vec4(position, 0.0, 1.0);
- }
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