9glup_in 
vec4 tex_coord_in;
 
   10glup_in highp 
float vertex_id_in;
 
   12glup_out 
vec4 tex_coord;
 
   13glup_out 
float clip_dist;
 
   14glup_flat glup_out 
float depth_radius;
 
   15glup_flat glup_out glup_id primitive_id;
 
   18    if(glupIsEnabled(GLUP_CLIPPING)) {
 
   19        clip_dist = 
dot(vertex_in, GLUP_VS.world_clip_plane);
 
   21    if(glupIsEnabled(GLUP_PICKING)) {
 
   23        primitive_id = float(
int(vertex_id_in + 0.5)) + 0.5;
 
   25        primitive_id = int(vertex_id_in + 0.5);
 
   28    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   31    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   32        tex_coord = GLUP_VS.texture_matrix * tex_coord_in;
 
   34    if(glup_primitive == GLUP_POINTS) {
 
   35        gl_PointSize = GLUP_VS.point_size;
 
   37    gl_Position = GLUP_VS.modelviewprojection_matrix * vertex_in;
 
T dot(const vecng< 3, T > &v1, const vecng< 3, T > &v2)
Computes the dot product of 2 vectors.   vecng
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.