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export default /* glsl */`
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHTS > 0
#pragma unroll_loop
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;
}
#endif
#if NUM_SPOT_LIGHTS > 0
#pragma unroll_loop
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;
}
#endif
#if NUM_POINT_LIGHTS > 0
#pragma unroll_loop
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;
}
#endif
/*
#if NUM_RECT_AREA_LIGHTS > 0
// TODO (abelnation): update vAreaShadowCoord with area light info
#endif
*/
#endif
`;
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