#include // Point light shadow volume 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 * light_position_object_space) + vec4(position.xyz - light_position_object_space.xyz, 0.0); gl_Position = mul(worldviewproj_matrix, newpos); }