layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
#define NUM_CASCADES 3
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
mat4 viewMatrix;
mat4 invViewProj;
mat4 lightViewProjMatrices[NUM_CASCADES];
vec4 lightColor;
vec3 lightDirection;
vec3 cameraPosition;
float lightIntensity;
bool shadowsEnabled;
float shadowBias;
bool softShadows;
float shadowMapInvSize;
float cascadeDistances[NUM_CASCADES];
};
out vec2 texCoord;
void main()
{
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
texCoord = vertexTexCoord;
}