Terrain4J_Experimental_branch/resources/EngineResources/shaders/shadow_vertex.glsl

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GLSL

#version 450
layout(location = 0) in vec3 entityPos;
layout(location = 1) in vec3 entityNormal;
layout(location = 2) in vec3 entityTangent;
layout(location = 3) in vec3 entityBitangent;
layout(location = 4) in vec2 entityTextCoords;
layout(push_constant) uniform matrices {
mat4 modelMatrix;
uint materialIdx;
} push_constants;
layout (location = 0) out vec2 outTextCoord;
layout (location = 1) out flat uint outMaterialIdx;
void main()
{
outTextCoord = entityTextCoords;
outMaterialIdx = push_constants.materialIdx;
gl_Position = push_constants.modelMatrix * vec4(entityPos, 1.0f);
}