#if NUM_CLIPPING_PLANES > 0 vec4 plane; #pragma unroll_loop for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { plane = clippingPlanes[ i ]; if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard; } #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES bool clipped = true; #pragma unroll_loop for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { plane = clippingPlanes[ i ]; clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped; } if ( clipped ) discard; #endif #endif