#version 440 layout(location = 0) in vec4 position; layout(std140, binding = 0) uniform buf { mat4 mvp; mat4 lightMvp; mat4 shadowBias; int useShadow; } ubuf; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec4 vLCVertPos; void main() { vLCVertPos = ubuf.shadowBias * ubuf.lightMvp * position; gl_Position = ubuf.mvp * position; }