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#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
# if !defined(UNIFORM)
in vec4 color;
out vec4 finalColor_g;
# endif
# ifdef CLIP
out float clip_g;
# endif
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#if !defined(UNIFORM)
finalColor_g = color;
#endif
#ifdef CLIP
clip_g = dot(ModelMatrix * vec4(pos, 1.0), ClipPlane);
#endif
}
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