Revision control
++ #version 120
++
++ uniform highp mat4 MVP;
++ uniform highp mat4 V;
++ uniform highp mat4 M;
++ uniform highp mat4 itM;
++ uniform highp mat4 depthMVP;
++ uniform highp vec3 lightPosition_wrld;
++
++ attribute highp vec3 vertexPosition_mdl;
++ attribute highp vec3 vertexNormal_mdl;
++ attribute highp vec2 vertexUV;
++
++ varying highp vec2 UV;
++ varying highp vec3 position_wrld;
++ varying highp vec3 normal_cmr;
++ varying highp vec3 eyeDirection_cmr;
++ varying highp vec3 lightDirection_cmr;
++ varying highp vec4 shadowCoord;
++ varying highp vec2 coords_mdl;
++
++ const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0,
++ 0.0, 0.5, 0.0, 0.0,
++ 0.0, 0.0, 0.5, 0.0,
++ 0.5, 0.5, 0.5, 1.0);
++
++ void main() {
++ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
++ coords_mdl = vertexPosition_mdl.xy;
++ shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
++ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
++ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
++ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
++ lightDirection_cmr = vec4(V * vec4(lightPosition_wrld, 0.0)).xyz;
++ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
++ UV = vertexUV;
++ }