This leaves some of the unresolved case where we still need both implementation.
11 lines
178 B
GLSL
11 lines
178 B
GLSL
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void main()
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{
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vec4 pos_4d = vec4(pos, 1.0);
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gl_Position = pos_4d;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
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#endif
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}
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