#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; mat4 lightMVP; } ubo; layout (location = 0) out vec2 outUV; //layout (location = 1) out vec4 outShadowCoord; out gl_PerVertex { vec4 gl_Position; }; /* const mat4 biasMat = mat4( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.0, 1.0 ); */ void main() { outUV = inUV; gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); //outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0); }