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