Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
		
			
				
	
	
		
			18 lines
		
	
	
		
			308 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			308 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ModelViewProjectionMatrix;
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#ifdef USE_WORLD_CLIP_PLANES
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uniform mat4 ModelMatrix;
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#endif
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in vec3 pos;
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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((ModelMatrix * vec4(pos, 1.0)).xyz);
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#endif
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}
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