8#ifndef GLUP_NO_GL_CLIPPING 
    9in 
float gl_ClipDistance[];
 
   12#ifdef GL_ARB_conservative_depth 
   13layout (depth_less) out 
float gl_FragDepth;
 
   25#ifndef GLUP_NO_GL_CLIPPING 
   26    if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) {
 
   32    vec2 V = 2.0*(gl_PointCoord - 
vec2(0.5, 0.5));
 
   33    float one_minus_r2 = 1.0 - 
dot(V,V);
 
   34    if(one_minus_r2 < 0.0) {
 
   38    vec3 N = 
vec3(V.x, -V.y, sqrt(one_minus_r2));
 
   40    glup_FragDepth = gl_FragCoord.z - FragmentIn.depth_radius * N.z;
 
   42    if(glupIsEnabled(GLUP_PRIMITIVE_FILTERING)) {
 
   43        glup_primitive_filter(gl_PrimitiveID);
 
   46    if(glupIsEnabled(GLUP_PICKING)) {
 
   47        glup_FragColor = glup_picking(gl_PrimitiveID);
 
   52    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   53        result = FragmentIn.color;
 
   55        result = GLUP.front_color;
 
   57    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   58        result = glup_texturing(result, FragmentIn.tex_coord);
 
   60    if(glupIsEnabled(GLUP_LIGHTING)) {
 
   61        result = glup_lighting(result, N);
 
   63    glup_FragColor = result;
 
T dot(const vecng< 3, T > &v1, const vecng< 3, T > &v2)
Computes the dot product of 2 vectors.   vecng
vecng< 3, Numeric::float64 > vec3
Represents points and vectors in 3d.
vecng< 4, Numeric::float64 > vec4
Represents points and vectors in 4d.
vecng< 2, Numeric::float64 > vec2
Represents points and vectors in 2d.