Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
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@ -37,7 +37,7 @@ void main()
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vec3 world_pos = point_object_to_world(pos);
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#endif
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gl_Position = point_world_to_ndc(world_pos);
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gl_Position = point_world_to_homogenous(world_pos);
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/* Used for planar reflections */
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gl_ClipDistance[0] = dot(vec4(world_pos, 1.0), planarClipPlane);
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