Plannnninnnngggg
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@@ -1,7 +0,0 @@
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#version 330
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out float fragdepth;
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void main(){
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gl_FragDepth = gl_FragCoord.z;
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}
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@@ -1,10 +0,0 @@
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#version 330
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in vec3 vertPos;
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uniform mat4 lightSpaceMatrix;
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uniform mat4 model;
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void main() {
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gl_Position = lightSpaceMatrix * model * vec4(vertPos, 1.0);
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}
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