#version 150 uniform mat4 modelMatrix; uniform mat4 modelViewProjectionMatrix; uniform mat4 shadowMVPs[35]; in vec3 aPosition; in vec3 aNormal; in vec2 aTexCoord; out vec3 vNormal; out vec2 vTexCoord; out vec4 fragPosition; out vec4 shadowCoord_near; out vec4 shadowCoord_middle; out vec4 shadowCoord_far; void main() { fragPosition = modelMatrix * vec4(aPosition, 1.0); vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal; vTexCoord = aTexCoord; shadowCoord_near = shadowMVPs[0] * vec4(aPosition, 1.0); shadowCoord_middle = shadowMVPs[1] * vec4(aPosition, 1.0); shadowCoord_far = shadowMVPs[2] * vec4(aPosition, 1.0); gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0); }