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/** 
 * @file shadowV.glsl
 *
 * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
 * $License$
 */
varying vec4 post_pos;
void main()
{
	//transform vertex
	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
	
	post_pos = pos;
	
	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
	
	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	gl_FrontColor = gl_Color;
}
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