#version 120 uniform mat4 projectionMatrix; varying vec3 screenCoordsPassthrough; varying vec4 position; varying float linearDepth; #include "shadows_vertex.glsl" #include "depth.glsl" void main(void) { gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex); mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); vec4 texcoordProj = ((scalemat) * ( gl_Position)); screenCoordsPassthrough = texcoordProj.xyw; position = gl_Vertex; vec4 viewPos = gl_ModelViewMatrix * gl_Vertex; linearDepth = getLinearDepth(gl_Position.z, viewPos.z); setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz)); }