/*  Shader to draw nothing. This shader is used when render scene to depth buffer only
	For example, to make depth texture from light source position
*/

uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;

attribute vec3 vPosition;

uniform mat4 ProjectionMatrix;


void main()
{
	vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
	gl_Position = ProjectionMatrix * realVertexPos; 
}