import msp_interface; import occluder; #pragma MSP stage(vertex) out float gl_ClipDistance[2]; void clipping(vec3 eye_vertex) override { gl_ClipDistance[0] = dot(eye_vertex.xyz, vec3(0.5, -0.288675, -0.816497)); gl_ClipDistance[1] = dot(eye_vertex.xyz, vec3(-0.5, -0.288675, -0.816497)); }