return world_obj_matrix;
}
+virtual void clipping(vec3 eye_vertex)
+{
+}
+
void main()
{
- gl_Position = clip_eye_matrix*eye_world_matrix*get_vertex_transform()*get_vertex_position();
+ vec4 eye_vertex = eye_world_matrix*get_vertex_transform()*get_vertex_position();
+ clipping(eye_vertex.xyz);
+ gl_Position = clip_eye_matrix*eye_vertex;
}