// depth_vertex_shader.vs #version 330 core // Vertex Attributes layout(location = 0) in vec3 aPos; // Uniform Matrices uniform mat4 model; uniform mat4 lightSpaceMatrix; // Output to Fragment Shader out vec4 FragPosLightSpace; void main() { // Calculate fragment position in world space vec3 FragPos = vec3(model * vec4(aPos, 1.0)); // Calculate fragment position in light space FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); // Final vertex position in clip space gl_Position = FragPosLightSpace; }