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/**
* @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;
}
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