#version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION //in vec4 attr_Position; uniform vec4 u_clipPlane; uniform mat4 u_matViewRev; in vec2 attr_TexCoord; out float clipPlaneDist; out vec4 var_TexCoord0; void main() { var_TexCoord0 = u_textureMatrix * vec4(attr_TexCoord, 0, 1); clipPlaneDist = dot(u_matViewRev * u_modelViewMatrix * attr_Position, u_clipPlane); gl_Position = tdm_transform(attr_Position); }