layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
mat4 lightViewProjMatrix;
mat4 invViewProj;
vec3 lightPos;
vec4 lightColor;
vec3 cameraPosition;
vec3 lightDirection;
float lightRadius;
float halfHotspotConeAngleCos;
float halfConeAngleCos;
float shadowMapInvSize;
float shadowBias;
float lightIntensity;
float shadowAlpha;
bool cookieEnabled;
bool shadowsEnabled;
bool softShadows;
};
out vec2 texCoord;
void main()
{
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
texCoord = vertexTexCoord;
}