transformPlane.glsl 432 B

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  1. vec4 czm_transformPlane(vec4 clippingPlane, mat4 transform) {
  2. vec3 transformedDirection = normalize((transform * vec4(clippingPlane.xyz, 0.0)).xyz);
  3. vec3 transformedPosition = (transform * vec4(clippingPlane.xyz * -clippingPlane.w, 1.0)).xyz;
  4. vec4 transformedPlane;
  5. transformedPlane.xyz = transformedDirection;
  6. transformedPlane.w = -dot(transformedDirection, transformedPosition);
  7. return transformedPlane;
  8. }