layout (location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 lightSpaceMatrix; // lightProjection * lightView uniform float boilTime; void main() { vec3 world = vec3(model * vec4(aPos, 1.0)); world += wobble(world, boilTime); // must match scene.vert gl_Position = lightSpaceMatrix * vec4(world, 1.0); }