#version 330 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 normal; out vec4 pos_model; out vec3 vec_normal; out vec4 shadowMapCoord; uniform mat4 proj, model, view; uniform mat4 lightView, lightProjection; void main() { const mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); pos_model = model * vec4(pos, 1); vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz; shadowMapCoord = bias * lightProjection * lightView * pos_model; gl_Position = proj * view * pos_model; }