uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; #ifdef CLIP_PLANES uniform vec4 ClipPlanes[1]; #endif in vec3 pos; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); #ifdef CLIP_PLANES vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0)); gl_ClipDistance[0] = dot(worldPosition, ClipPlanes[0]); #endif /* TODO motion vectors */ }