#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; out vec4 finalColor; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); finalColor = color; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz); #endif }