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coding-game/engine/src/shaders/depth.vs
2025-10-16 19:43:51 +02:00

13 lines
371 B
GLSL

#version 410 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_lightSpace;
void main()
{
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
}