import msp_interface; #pragma MSP stage(vertex) virtual vec4 get_vertex_position() { return vertex; } virtual mat4 get_vertex_transform() { 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; }