struct shadow_map_t { mat4 transform; }; uniform shadow_map_t ShadowMaps[1]; attribute vec3 _in_position; void main () { vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = _in_position; gl_Position = (ShadowMaps[0].transform * tmpvar_1); } // stats: 2 alu 0 tex 0 flow // inputs: 1 // #0: _in_position (high float) 3x1 [-1] // uniforms: 1 (total size: 0) // #0: ShadowMaps (high other) 0x0 [1]