#ifdef GL_ES attribute vec3 inVertex; attribute vec2 inTexCoord0; varying vec2 vTexCoord; varying vec4 shadowCoord; #else in vec3 inVertex; in vec2 inTexCoord0; out vec2 vTexCoord; out vec4 shadowCoord; #endif uniform mat4 projectionMatrix; uniform mat4 modelViewMatrix; uniform mat4 shadowMatrix; void main() { vTexCoord = inTexCoord0; vec4 fourInVertex = vec4(inVertex, 1.0); shadowCoord = shadowMatrix * fourInVertex; gl_Position = projectionMatrix * modelViewMatrix * vec4(inVertex, 1.0); }