spoonedit/res/Shaders/ShadowPass.vsh
2024-12-21 17:09:23 +01:00

16 lines
332 B
GLSL

#version 460
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;
uniform mat4 MVP;
out vec2 texCoord;
void main(){
texCoord = aTexCoord;
gl_Position = MVP * vec4(aPos,1);
};