File: //var/www/aspa/three/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js
export default /* glsl */`
#if NUM_SPOT_LIGHT_COORDS > 0
	uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
	varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
#endif
#ifdef USE_SHADOWMAP
	#if NUM_DIR_LIGHT_SHADOWS > 0
		uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];
		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
		struct DirectionalLightShadow {
			float shadowBias;
			float shadowNormalBias;
			float shadowRadius;
			vec2 shadowMapSize;
		};
		uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
	#endif
	#if NUM_SPOT_LIGHT_SHADOWS > 0
		struct SpotLightShadow {
			float shadowBias;
			float shadowNormalBias;
			float shadowRadius;
			vec2 shadowMapSize;
		};
		uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
	#endif
	#if NUM_POINT_LIGHT_SHADOWS > 0
		uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];
		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
		struct PointLightShadow {
			float shadowBias;
			float shadowNormalBias;
			float shadowRadius;
			vec2 shadowMapSize;
			float shadowCameraNear;
			float shadowCameraFar;
		};
		uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
	#endif
	/*
	#if NUM_RECT_AREA_LIGHTS > 0
		// TODO (abelnation): uniforms for area light shadows
	#endif
	*/
#endif
`;