charcoal/OpenGLEngine/LitShadowedDirectionalMapVS.glsl

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#version 430
layout(location = 0) in vec3 vertex_position;
layout(location = 3) in mat4 model_to_world;
layout(location = 0) uniform mat4 world_to_projection;
void main()
{
vec4 model_position = model_to_world * vec4(vertex_position, 1.0);
gl_Position = world_to_projection * model_position;
}