// uniform mat4 view = mat4(1.0);
uniform vec3 lightPos; /// set:1,1,1
uniform float doTexture; /// set:0
uniform sampler2D shadowMap;
vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 Texcoord, in vec4 sc) {
return vec4(1.);
};