#version 150 #define MAX_LIGHTS 16 uniform mat4 u_modelMatrix; uniform int u_lightCount; uniform mat4 u_lightProjectionFalloff[MAX_LIGHTS]; in vec4 attr_Position; in vec4 attr_TexCoord; out VertOutput { vec2 texCoord; ivec2 clipX; ivec2 clipY; } vert; void main() { gl_Position = u_modelMatrix * attr_Position; vert.clipX = vert.clipY = ivec2(0); for(int i = 0; i b1.x) vert.clipX.y |= 1 << i; if(v.y < b0.y) vert.clipY.x |= 1 << i; if(v.y > b1.y) vert.clipX.y |= 1 << i; } vert.texCoord = (attr_TexCoord).st; }