@vs svs in vec3 aPos; uniform vs_p { mat4 lightSpaceMatrix; mat4 model; }; void main() { gl_Position = lightSpaceMatrix * model * vec4(aPos, 1.0); } @end @fs sfs out float frag_color; void main() { // frag_color = encode_depth(gl_FragCoord.z); frag_color = gl_FragCoord.z; } @end @program shadow svs sfs