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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
}
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