learn-opengl/33-shadow-mapping/shaders/33-depth.vert.glsl

10 lines
185 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 lightSpaceMatrix;
uniform mat4 model;
void main()
{
gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0);
}