#ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; uniform vec4 ClipPlane; in vec3 pos; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); gl_ClipDistance[0] = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane); }