29 lines
		
	
	
		
			419 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
		
		
			
		
	
	
			29 lines
		
	
	
		
			419 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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								uniform mat4 ModelViewProjectionMatrix;
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								uniform mat4 ModelMatrix;
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								uniform vec4 ClipPlane;
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								in vec3 pos;
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								#if !defined(UNIFORM)
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								in vec4 color;
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								out vec4 finalColor_g;
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								#endif
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								#ifdef CLIP
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								out float clip_g;
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								#endif
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								void main()
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								{
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								  gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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								#if !defined(UNIFORM)
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								  finalColor_g = color;
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								#endif
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								#ifdef CLIP
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								  clip_g = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
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								#endif
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								}
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