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); } // inputs: 1, stats: 2 alu 0 tex 0 flow