vec4 czm_transformPlane(vec4 clippingPlane, mat4 transform) { vec3 transformedDirection = normalize((transform * vec4(clippingPlane.xyz, 0.0)).xyz); vec3 transformedPosition = (transform * vec4(clippingPlane.xyz * -clippingPlane.w, 1.0)).xyz; vec4 transformedPlane; transformedPlane.xyz = transformedDirection; transformedPlane.w = -dot(transformedDirection, transformedPosition); return transformedPlane; }