#version 330 uniform vec4 clip_plane; in vec3 point; in vec3 normal; in vec4 rgba; out vec4 v_color; #INSERT emit_gl_Position.glsl #INSERT get_unit_normal.glsl #INSERT finalize_color.glsl void main(){ emit_gl_Position(point); v_color = finalize_color(rgba, point, normalize(normal)); if(clip_plane.xyz != vec3(0.0, 0.0, 0.0)){ gl_ClipDistance[0] = dot(vec4(point, 1.0), clip_plane); } }