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Towards/external/loft/examples/viewer/shaders/Shadow.vert
T

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2026-07-18 14:31:15 +02:00
#version 450
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(location = 2) in vec2 uv;
layout(location = 3) in vec3 tangent;
layout( push_constant ) uniform constants {
mat4 view;
} Camera;
void main() {
gl_Position = Camera.view * vec4(pos * 0.05, 1.0);
}