procedural-3d-engine/shaders/glsl/shadowmapping/offscreen.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 depthMVP;
} ubo;
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out gl_PerVertex
{
vec4 gl_Position;
};
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void main()
{
gl_Position = ubo.depthMVP * vec4(inPos, 1.0);
}