19 lines
326 B
GLSL
19 lines
326 B
GLSL
#version 150 core
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in vec4 inCoord;
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in vec3 inNormal;
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in vec2 inUV;
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in vec4 inColor;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uModelMatrix;
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uniform mat4 uLightSpaceMatrix;
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out vec4 ioFragColor;
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void main() {
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gl_Position = uLightSpaceMatrix * uModelMatrix * inCoord;
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ioFragColor = inColor;
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}
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