Hi everybody!

I'm using osgShadow::ShadowMap on my scene.
Also I have written my own vertex and fragment shaders.
When coming to apply the shadow effect in the fragment shader I have to access 
the shadow map.
The original shader uses just 
        shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
to access the texture. Obviously  gl_TexCoord[1] is calculated by the standard 
gl pipeline shader.
Any quick hint, how I have to do the calculation in my vertex shader?

Many thanks in advance

- Werner -
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