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- #version 110
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- uniform mat4 volume_world_matrix;
- // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
- uniform vec2 z_range;
- // Clipping plane - general orientation. Used by the SLA gizmo.
- uniform vec4 clipping_plane;
- varying vec3 clipping_planes_dots;
- varying vec4 model_pos;
- void main()
- {
- model_pos = gl_Vertex;
- // Point in homogenous coordinates.
- vec4 world_pos = volume_world_matrix * gl_Vertex;
- gl_Position = ftransform();
- // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
- clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
- }
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