uniform mat4 g_ViewProjectionMatrix; uniform mat4 g_AltViewProjectionMatrix; attribute vec3 a_Position; varying vec4 v_ScreenPos; void main() { #if POINTLIGHT gl_Position = mul(mul(vec4(a_Position, 1.0), g_AltViewProjectionMatrix), g_ViewProjectionMatrix); #else gl_Position = mul(mul(vec4(a_Position * vec3(0.99, 0.99, 1.0), 1.0), g_AltViewProjectionMatrix), g_ViewProjectionMatrix); #endif #if FULLSCREEN gl_Position = vec4(a_Position.xy, 0, 1.0); #endif v_ScreenPos = gl_Position; }