struct shadow_map_t {
  mat4 transform;
};
uniform shadow_map_t ShadowMaps[1];
attribute vec3 _in_position;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.w = 1.0;
  tmpvar_1.xyz = _in_position;
  gl_Position = (ShadowMaps[0].transform * tmpvar_1);
}


// stats: 2 alu 0 tex 0 flow
// inputs: 1
//  #0: _in_position (high float) 3x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: ShadowMaps (high other) 0x0 [1]
