/** * @file shadowV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void main() { //transform vertex vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; //smash geometry against the near clip plane (great for ortho projections) pos.z = max(pos.z, -1.0); gl_Position = pos; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = gl_Color; }