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21 lines
262 B
GLSL
21 lines
262 B
GLSL
#shader vertex
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#version 460 core
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layout(location = 0) in vec3 Position;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 model;
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void main()
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{
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gl_Position = lightSpaceMatrix * model * vec4(Position, 1.0);
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}
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#shader fragment
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#version 460 core
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void main()
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{
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}
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