#version 330 #pragma debug(on) layout(location = 0) in vec3 a_positions; layout(location = 1) in vec3 a_normals; //todo comment out layout(location = 2) in vec2 a_texCoord; uniform mat4 u_transform; //full model view projection or just model for point shadows out vec2 v_texCoord; void main() { gl_Position = u_transform * vec4(a_positions, 1.f); v_texCoord = a_texCoord; }