#import "Common/ShaderLib/GLSLCompat.glsllib" uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform mat4 m_LightViewProjectionMatrix0; in vec3 inPosition; in vec2 inTexCoord; out vec4 shadowCoord; out vec2 texCoord; void main() { gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0); shadowCoord = m_LightViewProjectionMatrix0 * worldPos; texCoord = inTexCoord; }