#version 430 layout (location = 0) in vec2 position; uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform mat4 shadow; out vec4 varShadowPosition; void main(void) { gl_Position = proj * view * model * vec4(position, 0.0, 1.0); varShadowPosition = shadow * model * vec4(position, 0.0, 1.0); }