<commit_before>#version 120

uniform vec4 u_lightType;

varying vec4 lightVec;


void main()
{	
	vec4 lp;
	//lp = lightPosition; 
	//lp = vec4(0.0,0.0,0.0,1.0);

	vec4 ecPos = gl_ModelViewMatrix * gl_Vertex;
	if(u_lightType == 0)
		lightVec = vec4(0.0, 0.0, ecPos.z, 0.0);//vec4(ecPos.xyz - vec3(ecPos.xy,0.0), 0.0);
	else //	if(u_lightType == 2)
		lightVec = ecPos;

	gl_Position = ftransform();
}

<commit_msg>[SofaOpenGLVisual] Fix compilation (in generateDepth shader)<commit_after>#version 120

uniform int u_lightType;

varying vec4 lightVec;


void main()
{	
	vec4 lp;
	//lp = lightPosition; 
	//lp = vec4(0.0,0.0,0.0,1.0);

	vec4 ecPos = gl_ModelViewMatrix * gl_Vertex;
	if(u_lightType == 0)
		lightVec = vec4(0.0, 0.0, ecPos.z, 0.0);//vec4(ecPos.xyz - vec3(ecPos.xy,0.0), 0.0);
	else //	if(u_lightType == 2)
		lightVec = ecPos;

	gl_Position = ftransform();
}


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