#pragma BLENDER_REQUIRE(common_view_lib.glsl) #if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER) void view_clipping_distances(vec3 wpos) { # ifdef USE_WORLD_CLIP_PLANES vec4 pos_4d = vec4(wpos, 1.0); gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos_4d); gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos_4d); gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos_4d); gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos_4d); gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos_4d); gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos_4d); # endif } /* Kept as define for compiler compatibility. */ # ifdef USE_WORLD_CLIP_PLANES # define view_clipping_distances_set(c) \ gl_ClipDistance[0] = (c).gl_ClipDistance[0]; \ gl_ClipDistance[1] = (c).gl_ClipDistance[1]; \ gl_ClipDistance[2] = (c).gl_ClipDistance[2]; \ gl_ClipDistance[3] = (c).gl_ClipDistance[3]; \ gl_ClipDistance[4] = (c).gl_ClipDistance[4]; \ gl_ClipDistance[5] = (c).gl_ClipDistance[5]; # else # define view_clipping_distances_set(c) # endif #endif