#ifndef USE_GPU_SHADER_CREATE_INFO uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; uniform vec4 ClipPlane; in vec3 pos; # if !defined(UNIFORM) in vec4 color; out vec4 finalColor_g; # endif # ifdef CLIP out float clip_g; # endif #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); #if !defined(UNIFORM) finalColor_g = color; #endif #ifdef CLIP clip_g = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane); #endif }