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#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;
}
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