uniform mat4 cvfu_modelViewMatrix; uniform mat4 u_lightViewProjectionMatrix; attribute vec4 cvfa_vertex; varying vec4 v_shadowCoord; #define CVF_CALC_SHADOW_COORD_IMPL //-------------------------------------------------------------------------------------------------- /// Calculate shadow coord and set the v_shadowCoord varying //-------------------------------------------------------------------------------------------------- void calcShadowCoord() { // Also including cvfu_modelViewMatrix (with inverse camera in lightViewProjectionMatrix) to include // the part transformations. If not, we need to pass the Model Matrix as well v_shadowCoord = u_lightViewProjectionMatrix*cvfu_modelViewMatrix*cvfa_vertex; }