1 attribute mediump vec2 aPosition;
2 uniform mediump mat4 uMvpMatrix;
3 uniform mediump mat4 uModelMatrix;
5 varying vec2 vTexCoord;
7 uniform mediump mat4 uLightCameraProjectionMatrix;
8 uniform mediump mat4 uLightCameraViewMatrix;
12 mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
13 vertexPosition.xyz *= uSize;
14 gl_Position = uMvpMatrix * vertexPosition;
15 vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vertexPosition;
16 vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);