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uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_CLIP_PLANES
uniform mat4 ModelMatrix;
uniform bool use_clip_planes;
uniform vec4 WorldClipPlanes[4];
#endif
in vec3 pos;
void main()
{
#ifdef USE_CLIP_PLANES
if (use_clip_planes) {
vec4 g_pos = ModelMatrix * vec4(pos, 1.0);
gl_ClipDistance[0] = dot(WorldClipPlanes[0], g_pos);
gl_ClipDistance[1] = dot(WorldClipPlanes[1], g_pos);
gl_ClipDistance[2] = dot(WorldClipPlanes[2], g_pos);
gl_ClipDistance[3] = dot(WorldClipPlanes[3], g_pos);
}
#endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}
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