+#version 330 core\r
+\r
+layout (location = 0) in vec3 pos;\r
+layout (location = 1) in vec3 normal;\r
+\r
+out vec3 FragPos;\r
+out vec3 LocalPos;\r
+out vec3 Normal;\r
+\r
+uniform mat4 model;\r
+uniform mat4 lightView;\r
+uniform mat4 projection;\r
+\r
+void main()\r
+{\r
+ gl_Position = projection * lightView * model * vec4(pos, 1.0);\r
+ FragPos = vec3(model * vec4(pos, 1));\r
+ LocalPos = pos;\r
+ Normal = normal;\r
+}\r