uniform mat4 ShadowModelMatrix; #ifdef MESH_SHADER uniform mat3 WorldNormalMatrix; #endif in vec3 pos; #ifdef MESH_SHADER in vec3 nor; #endif out vec4 vPos; #ifdef MESH_SHADER out vec3 vNor; #endif flat out int face; void main() { vPos = ShadowModelMatrix * vec4(pos, 1.0); face = gl_InstanceID; #ifdef MESH_SHADER vNor = WorldNormalMatrix * nor; #ifdef ATTRIB pass_attrib(pos); #endif #endif }