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#version 150
out float gl_ClipDistance[1];
layout(std140) uniform genericData
{
mat4 modelMatrix;
vec4 color;
vec4 clipEquation;
int baseMapIndex;
int alphaTexture;
int noTexturing;
int srgb;
float intensity;
float alphaThreshold;
uint clipEnabled;
} _22;
layout(std140) uniform matrixData
{
mat4 modelViewMatrix;
mat4 projMatrix;
} _36;
out vec4 fragTexCoord;
in vec4 vertTexCoord;
out vec4 fragColor;
in vec4 vertColor;
in vec4 vertPosition;
void main()
{
fragTexCoord = vertTexCoord;
fragColor = vertColor * _22.color;
gl_Position = (_36.projMatrix * _36.modelViewMatrix) * vertPosition;
if (_22.clipEnabled != 0u)
{
gl_ClipDistance[0] = dot(_22.clipEquation, _22.modelMatrix * vertPosition);
}
}
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