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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
/* keep in sync with DRWManager.view_data */
layout(std140) uniform clip_block {
vec4 ClipPlanes[1];
};
in vec3 pos;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef CLIP_PLANES
vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0));
gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), ClipPlanes[0]);
#endif
/* TODO motion vectors */
}
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