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[libs/gl.git] / shaderlib / occluder_thsm.glsl
1 import msp_interface;
2 import occluder;
3
4 #pragma MSP stage(vertex)
5 out float gl_ClipDistance[2];
6
7 void clipping(vec3 eye_vertex) override
8 {
9         gl_ClipDistance[0] = dot(eye_vertex.xyz, vec3(0.5, -0.288675, -0.816497));
10         gl_ClipDistance[1] = dot(eye_vertex.xyz, vec3(-0.5, -0.288675, -0.816497));
11 }