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uniform mat4  uMatrixMvp;
varying vec4 shadowmapposition;
VERTEX_SHADER_USE_POSITION

#ifdef ALPHA_TEST_ENABLED
VERTEX_SHADER_USE_TEXCOORD
VERTEX_SHADER_NEED_TEX_COORD
#endif //ALPHA_TEST_ENABLED

void main()
{

VERTEX_SHADER_POSITION

#ifdef ALPHA_TEST_ENABLED
   VERTEX_SHADER_TEXCOORD
#endif //ALPHA_TEST_ENABLED

   gl_Position = uMatrixMvp * position;
   shadowmapposition = gl_Position;
}