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