/* 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; void main() { vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0); gl_Position = gl_ModelViewProjectionMatrix * realVertexPos; }