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#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
in vec3 pos;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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