+ if(use_instancing)
+ return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)));
+ else
+ return world_obj_matrix;
+}
+
+virtual void clipping(vec3 eye_vertex)
+{
+}
+
+void main()
+{
+ vec4 eye_vertex = eye_world_matrix*get_vertex_transform()*get_vertex_position();
+ clipping(eye_vertex.xyz);
+ gl_Position = clip_eye_matrix*eye_vertex;
+ passthrough;