attribute vec4 colour;
attribute vec3 vertex;
uniform mat4 WorldMatrixArray[32];
uniform mat4 ViewProjection;
uniform float ShadowExtrusionDistance;
uniform vec3 Lamp0Dir;
void main ()
{
  ivec4 tmpvar_1;
  tmpvar_1 = ivec4(colour);
  vec4 tmpvar_2;
  tmpvar_2.w = 1.00000;
  tmpvar_2.xyz = vertex;
  vec4 tmpvar_3;
  tmpvar_3.w = 1.00000;
  tmpvar_3.xyz = ((WorldMatrixArray[tmpvar_1.x] * tmpvar_2).xyz + (Lamp0Dir * (ShadowExtrusionDistance * float(tmpvar_1.y))));
  vec4 tmpvar_4;
  tmpvar_4 = (ViewProjection * tmpvar_3);
  gl_Position = tmpvar_4;
  gl_FogFragCoord = tmpvar_4.w;
}

