16 lines
360 B
GLSL
16 lines
360 B
GLSL
uniform mat4 model;
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uniform mat4 cameraToShadowView;
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uniform mat4 cameraToShadowProjector;
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in vec3 position;
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out vec4 v_position;
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void main() {
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gl_Position = cameraToShadowProjector * model * vec4(position, 1.0);
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#ifdef VSMCUBE
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v_position = cameraToShadowView * model * vec4(position, 1.0);
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#else
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v_position = gl_Position;
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#endif
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}
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