12 lines
		
	
	
		
			206 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			12 lines
		
	
	
		
			206 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 lightSpace;
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uniform mat4 model[60];
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out vec3 texCoord;
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void main() {
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	gl_Position = lightSpace * model[gl_InstanceID] * vec4(pos, 1.0);
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} |