layout(location = 0) in vec3 v_vert; layout(location = 2) in vec2 v_coord; // position in the space of the cube shadow map being drawn (origin at the lamp), see shadowcube.geom out vec3 g_pos; out vec2 g_coord; #include void main() { g_pos = (effective_modelview() * vec4(v_vert, 1.0f)).xyz; g_coord = v_coord; gl_Position = vec4(g_pos, 1.0f); }