#version 460 core #extension GL_EXT_multiview : require #include "directional_shadow_common.glsl" layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in uvec4 aPacked0; layout(location = 3) in uvec4 aPacked1; layout(location = 4) in uvec4 aPacked2; layout(location = 5) in uvec4 aPacked3; void main() { gl_Position = uShadowWorldToClip[int(gl_ViewIndex)] * vec4(aPosition, 1.0); }