#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) #ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; # ifdef USE_WORLD_CLIP_PLANES uniform mat4 ModelMatrix; # endif in vec3 pos; in vec4 color; flat out vec4 finalColor; #endif 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((clipPlanes.ModelMatrix * pos_4d).xyz); #endif }