#version 110 uniform mat4 view_model_matrix; uniform mat4 projection_matrix; 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; attribute vec3 v_position; varying vec3 clipping_planes_dots; void main() { // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0); clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0); }