//Vertex Shader #version 410 core //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; layout (location = 5) in vec4 aGroundTexIndices; //coordinate space transformation matrices uniform mat4 transform; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; //output buffers out vec3 Normal; out vec3 FragPos; out vec2 TexCoord; out vec4 FragPosLightSpace; flat out ivec4 groundTexIndices; 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); Normal = mat3(transpose(inverse(model))) * aNormal; TexCoord = aTex; //push texure indices to fragment shader groundTexIndices = ivec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w)); // groundTexIndices = vec4(int(aGroundTexIndices.x),int(aGroundTexIndices.y),int(aGroundTexIndices.z),int(aGroundTexIndices.w)); // groundTexIndices = ivec4(0,1,2,3); //shadow map stuff FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = projection * view * model * FinalVertex; }