varying vec3 normal; varying vec4 pos; varying vec4 rawpos; varying vec4 vertexColor; varying vec4 ShadowCoord0; varying vec4 ShadowCoord1; uniform mat4 shadowMatrix0; uniform mat4 shadowMatrix1; uniform mat4 modelMatrix; void main() { normal = gl_NormalMatrix * gl_Normal; gl_Position = ftransform(); pos = gl_ModelViewMatrix * gl_Vertex; rawpos = gl_Vertex; ShadowCoord0 = shadowMatrix0 * modelMatrix * gl_Vertex; ShadowCoord1 = shadowMatrix1 * modelMatrix * gl_Vertex; vertexColor = gl_Color; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }