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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
void view_clipping_distances(vec3 wpos)
{
# ifdef USE_WORLD_CLIP_PLANES
vec4 pos_4d = vec4(wpos, 1.0);
gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos_4d);
gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos_4d);
gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos_4d);
gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos_4d);
gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos_4d);
gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos_4d);
# endif
}
void view_clipping_distances_bypass()
{
# ifdef USE_WORLD_CLIP_PLANES
gl_ClipDistance[0] = 1.0;
gl_ClipDistance[1] = 1.0;
gl_ClipDistance[2] = 1.0;
gl_ClipDistance[3] = 1.0;
gl_ClipDistance[4] = 1.0;
gl_ClipDistance[5] = 1.0;
# endif
}
/* Kept as define for compiler compatibility. */
# ifdef USE_WORLD_CLIP_PLANES
# define view_clipping_distances_set(c) \
gl_ClipDistance[0] = (c).gl_ClipDistance[0]; \
gl_ClipDistance[1] = (c).gl_ClipDistance[1]; \
gl_ClipDistance[2] = (c).gl_ClipDistance[2]; \
gl_ClipDistance[3] = (c).gl_ClipDistance[3]; \
gl_ClipDistance[4] = (c).gl_ClipDistance[4]; \
gl_ClipDistance[5] = (c).gl_ClipDistance[5];
# else
# define view_clipping_distances_set(c)
# endif
#endif
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