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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