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uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_CLIP_PLANES
uniform mat4 ModelMatrix;
uniform bool use_clip_planes;
uniform vec4 clip_plane[4];
out vec4 clip_distance;
#endif
in vec3 pos;
void main()
{
#ifdef USE_CLIP_PLANES
if (use_clip_planes) {
vec4 g_pos = ModelMatrix * vec4(pos, 1.0);
for (int i = 0; i != 4; i++) {
clip_distance[i] = dot(clip_plane[i], g_pos);
}
}
#endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}
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