out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
out float fog_coord = eye_vertex.z;
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ if(use_clipping)
+ {
+ for(int i=0; i<max_clip_planes; ++i)
+ gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ }
shadow_transform(eye_vertex);
}