#ifdef USE_WORLD_CLIP_PLANES # if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER) uniform vec4 WorldClipPlanes[6]; void world_clip_planes_calc_clip_distance(vec3 wpos) { gl_ClipDistance[0] = dot(WorldClipPlanes[0].xyz, wpos) + WorldClipPlanes[0].w; gl_ClipDistance[1] = dot(WorldClipPlanes[1].xyz, wpos) + WorldClipPlanes[1].w; gl_ClipDistance[2] = dot(WorldClipPlanes[2].xyz, wpos) + WorldClipPlanes[2].w; gl_ClipDistance[3] = dot(WorldClipPlanes[3].xyz, wpos) + WorldClipPlanes[3].w; gl_ClipDistance[4] = dot(WorldClipPlanes[4].xyz, wpos) + WorldClipPlanes[4].w; gl_ClipDistance[5] = dot(WorldClipPlanes[5].xyz, wpos) + WorldClipPlanes[5].w; } # endif # define world_clip_planes_set_clip_distance(c) \ { \ gl_ClipDistance[0] = (c)[0]; \ gl_ClipDistance[1] = (c)[1]; \ gl_ClipDistance[2] = (c)[2]; \ gl_ClipDistance[3] = (c)[3]; \ gl_ClipDistance[4] = (c)[4]; \ gl_ClipDistance[5] = (c)[5]; \ } #endif