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clipping_planes_fragment.glsl 490 B

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  1. #if NUM_CLIPPING_PLANES > 0
  2. for ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {
  3. vec4 plane = clippingPlanes[ i ];
  4. if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;
  5. }
  6. #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
  7. bool clipped = true;
  8. for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {
  9. vec4 plane = clippingPlanes[ i ];
  10. clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;
  11. }
  12. if ( clipped ) discard;
  13. #endif
  14. #endif
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