//Vertex Shader #version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/standarduniform.fs" //defines #define TEXTURE_MAP_SCALE 1.0 #define MODEL_TOTAL_DIM 16.0 //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; //coordinate space transformation matrices uniform mat4 model; //output buffers out vec3 Normal; out vec3 FragPos; out vec3 ViewFragPos; out vec2 uv; out vec4 FragPosLightSpace; void main() { //normalize posiiton and normal vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); ViewFragPos = vec3(standardUniforms.view * model * FinalVertex); Normal = mat3(transpose(inverse(model))) * aNormal; uv = aTex; //shadow map stuff FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex; }