1 #if NUM_CLIPPING_PLANES > 0
3 for ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {
5 vec4 plane = clippingPlanes[ i ];
6 if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;
10 #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
13 for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {
14 vec4 plane = clippingPlanes[ i ];
15 clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;
18 if ( clipped ) discard;