8#ifndef GLUP_NO_GL_CLIPPING 
    9in 
float gl_ClipDistance[];
 
   20#ifndef GLUP_NO_GL_CLIPPING 
   21    if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) {
 
   27    if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) {
 
   28        glup_primitive_filter(gl_PrimitiveID);
 
   31    if(glupIsEnabled(GLUP_PICKING)) {
 
   32        glup_FragColor = glup_picking(gl_PrimitiveID);
 
   37    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   38        result = FragmentIn.color;
 
   40        result = GLUP.front_color;
 
   42    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   43        result = glup_texturing(result, FragmentIn.tex_coord);
 
   46    glup_FragColor = result;
 
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.