layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
mat4 invProj;
vec3 lightPosition;
vec3 lightDirection;
vec3 lightColor;
vec3 scatterFactor;
float intensity;
float coneAngleCos;
};
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}