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Prism/Editor/assets/shaders/ShadowMap.glsl

24 lines
335 B
GLSL

// Shadow Map shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
uniform mat4 u_LightViewProjection;
uniform mat4 u_Transform;
void main()
{
gl_Position = u_LightViewProjection * u_Transform * vec4(a_Position, 1.0);
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
void main()
{
}