3 layout (location = 0) in vec3 pos;
\r
4 layout (location = 1) in vec3 normal;
\r
11 uniform mat4 lightView;
\r
12 uniform mat4 projection;
\r
16 gl_Position = projection * lightView * model * vec4(pos, 1.0);
\r
17 FragPos = vec3(model * vec4(pos, 1));
\r