#version 450 layout(push_constant) uniform Push { mat4 lightSpaceMatrix; mat4 model; } push; layout(set = 0, binding = 1) uniform ShadowParams { int useBones; int useTexture; int alphaTest; int foliageSway; float windTime; float foliageMotionDamp; }; layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aBoneWeights; layout(location = 3) in vec4 aBoneIndicesF; layout(location = 0) out vec2 TexCoord; layout(location = 1) out vec3 WorldPos; void main() { vec4 worldPos = push.model * vec4(aPos, 1.0); WorldPos = worldPos.xyz; TexCoord = aTexCoord; gl_Position = push.lightSpaceMatrix * worldPos; }