#version 450 core
// Purpose: Shared directional-light shadow-map vertex shader; projects model vertices into light clip space.

layout(location=0) in vec3 aPos;

uniform mat4 uLightMvp;
uniform mat4 uModel;

void main()
{
    gl_Position = uLightMvp * uModel * vec4(aPos, 1.0);
}