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); #if VSMCUBE v_position = cameraToShadowView * model * vec4(position, 1.0); #else v_position = gl_Position; #endif }