write_shadow_map.glsl (251B)
1 #ifdef VERTEX_SHADER 2 3 in vec3 position; 4 5 layout( std140 ) uniform model { 6 mat4 M; 7 }; 8 9 layout( std140 ) uniform light_view { 10 mat4 VP; 11 vec3 light_pos; 12 }; 13 14 void main() { 15 gl_Position = VP * M * vec4( position, 1.0 ); 16 } 17 18 #else 19 20 void main() { } 21 22 #endif