This leaves some of the unresolved case where we still need both implementation.
11 lines
261 B
GLSL
11 lines
261 B
GLSL
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
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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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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
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#endif
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}
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