 
 uniform lowp sampler2D light_texture; // texunit:-1
 in vec4 light_uv_interp;
+in vec2 transformed_light_uv;
 
 
 in vec4 local_rot;


	light_uv_interp.xy = (light_matrix * outvec).xy;
	light_uv_interp.zw =(light_local_matrix * outvec).xy;
#ifdef USE_SHADOWS
	pos=outvec.xy;
#endif


#ifdef USE_LIGHTING

	vec2 light_vec = transformed_light_uv;

	if (normal_used) {
		normal.xy =  mat2(local_rot.xy,local_rot.zw) * normal.xy;
