+virtual vec4 get_vertex_position()
+{
+ return vertex;
+}
+
+virtual mat4 get_vertex_transform()
+{
+ 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)
+{
+}
+