in vec3 pos; in vec2 mu; /* masking uv map */ out vec2 masking_uv_interp; void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); masking_uv_interp = mu; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }