#include // Directional light extrude uniform mat4 worldviewproj_matrix; uniform vec4 light_position_object_space; // homogenous, object space MAIN_PARAMETERS IN(vec4 uv0, TEXCOORD0) IN(vec4 position, POSITION) MAIN_DECLARATION { // Extrusion in object space // Vertex unmodified if w==1, extruded if w==0 vec4 newpos = (uv0.xxxx * (position + light_position_object_space)) - light_position_object_space; gl_Position = mul(worldviewproj_matrix, newpos); }