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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
in vec4 nor; /* select flag on the 4th component */
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
/* Don't draw faces that are selected. */
if (nor.w > 0.0) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
}
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