/* 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; }