/* * Vertex Shader for dashed lines with 3D coordinates, * with uniform multi-colors or uniform single-color, and unary thickness. * * Dashed is performed in screen space. */ uniform mat4 ModelViewProjectionMatrix; #ifdef USE_WORLD_CLIP_PLANES uniform mat4 ModelMatrix; #endif uniform vec4 color; in vec3 pos; out vec4 color_vert; void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; color_vert = color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); #endif }