v4k-git-backup/engine/art/shaders/vs_shadow_vsm.glsl

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uniform mat4 model;
uniform mat4 cameraToShadowView;
uniform mat4 cameraToShadowProjector;
in vec3 position;
out vec4 v_position;
void main() {
gl_Position = cameraToShadowProjector * model * vec4(position, 1.0);
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#ifdef VSMCUBE
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v_position = cameraToShadowView * model * vec4(position, 1.0);
#else
v_position = gl_Position;
#endif
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}