#version 450 core
// Purpose: Game point-light shadow vertex shader; outputs world position and light clip position.

layout(location=0) in vec3 aPos;

uniform mat4 uLightMvp;
uniform mat4 uModel;

out vec3 vWorldPos;

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