ebf463674d
Only safe if user knows that subsequent shader stage will not read clip distance.
16 lines
240 B
GLSL
16 lines
240 B
GLSL
#version 450
|
|
|
|
layout(location = 0) in vec4 Position;
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
float gl_ClipDistance[2];
|
|
};
|
|
|
|
void main()
|
|
{
|
|
gl_Position = Position;
|
|
gl_ClipDistance[0] = Position.x;
|
|
gl_ClipDistance[1] = Position.y;
|
|
}
|