8glup_in 
vec3 vertex_view_space;
 
    9glup_in 
float clip_dist;
 
   11glup_in 
vec4 tex_coord;
 
   12glup_in 
vec4 mesh_tex_coord;
 
   13glup_flat glup_in glup_id primitive_id;
 
   15#if GLUP_PRIMITIVE_DIMENSION==2 
   22    if(glupIsEnabled(GLUP_CLIPPING)) {
 
   23        if(glup_primitive_dimension == 2) {
 
   27        } 
else if(glup_primitive_dimension == 3) {
 
   30                GLUP.clipping_mode == GLUP_CLIP_STANDARD
 
   38    if(glupIsEnabled(GLUP_LIGHTING)) {
 
   40            glupIsEnabled(GLUP_TEXTURING) &&
 
   41            glupIsEnabled(GLUP_NORMAL_MAPPING)
 
   43            N = glup_texturing(
vec4(1.0,1.0,1.0,1.0), tex_coord).xyz;
 
   44            N = N-
vec3(0.5,0.5,0.5);
 
   50#if GLUP_PRIMITIVE_DIMENSION==2 
   51            if(glupIsEnabled(GLUP_VERTEX_NORMALS)) {
 
   65                vec3 U = dFdx(vertex_view_space);
 
   66                vec3 V = dFdy(vertex_view_space);
 
   72    glup_FragColor = glup_shading(
 
   73        color, tex_coord, N, 
int(primitive_id), mesh_tex_coord
 
vec3 cross(vec3 v1, vec3 v2)
Computes the cross product between two vectors.
vec3 normalize(vec3 v)
Computes a normalized vector.
vecng< 3, Numeric::float64 > vec3
Represents points and vectors in 3d.
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.