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pointShadows_optimized.vert 383 B

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  1. #version 330
  2. #pragma debug(on)
  3. layout(location = 0) in vec3 a_positions;
  4. layout(location = 1) in vec3 a_normals; //todo comment out
  5. layout(location = 2) in vec2 a_texCoord;
  6. uniform mat4 u_transform; //full model view projection or just model for point shadows
  7. out vec2 v_texCoord;
  8. void main()
  9. {
  10. gl_Position = u_transform * vec4(a_positions, 1.f);
  11. v_texCoord = a_texCoord;
  12. }