uniform mat4 ModelViewProjectionMatrix; #ifdef USE_WORLD_CLIP_PLANES uniform mat4 ModelMatrix; #endif in vec3 pos; in vec4 color; flat out vec4 finalColor; void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; finalColor = color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); #endif }