#version 440 | |
layout(location = 0) in vec4 position; | |
layout(std140, binding = 0) uniform buf { | |
mat4 mvp; | |
mat4 lightMvp; | |
mat4 shadowBias; | |
int useShadow; | |
} ubuf; | |
out gl_PerVertex { vec4 gl_Position; }; | |
layout(location = 0) out vec4 vLCVertPos; | |
void main() | |
{ | |
vLCVertPos = ubuf.shadowBias * ubuf.lightMvp * position; | |
gl_Position = ubuf.mvp * position; | |
} |