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overlay_face_orientation_vert.glsl « shaders « modes « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;

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
}