#version 450 // Shadow pass vertex:光源视角写深度。 // push constant = { lightVP, model },与 Forward pass 用同一份 // lightVP(UBO.lightSpace)和同一份 model(TransformComponent.world), // 保证阴影贴图与主视角几何严格一致。 layout(location = 0) in vec3 inPosition; layout(push_constant) uniform ShadowPush { mat4 lightVP; mat4 model; } pc; void main() { gl_Position = pc.lightVP * pc.model * vec4(inPosition, 1.0); }