uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; in vec2 u; /* active uv map */ in vec3 pos; #ifdef TEXTURE_PAINT_MASK in vec2 mu; /* masking uv map */ #endif out vec2 uv_interp; #ifdef TEXTURE_PAINT_MASK out vec2 masking_uv_interp; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); uv_interp = u; #ifdef TEXTURE_PAINT_MASK masking_uv_interp = mu; #endif #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); #endif }