1uniform mat4 g_WorldViewProjectionMatrix; 2uniform vec3 m_LightPosition; 3 4in vec4 inPosition; 5in vec2 inTexCoord; 6out vec2 texCoord; 7out vec2 lightPos; 8 9void main() { 10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; 11 gl_Position = vec4(pos, 0.0, 1.0); 12 lightPos=m_LightPosition.xy; 13 texCoord = inTexCoord; 14}