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