18#ifndef GLUP_NO_GL_CLIPPING 
   19    if(glupIsEnabled(GLUP_CLIPPING)) {
 
   20        gl_ClipDistance[0] = 
dot(
 
   21            vertex_in, GLUP.world_clip_plane
 
   24        gl_ClipDistance[0] = 0.0;
 
   27    if(glupIsEnabled(GLUP_VERTEX_COLORS)) {
 
   28        VertexOut.color = color_in;
 
   30    if(glupIsEnabled(GLUP_TEXTURING)) {
 
   31        if(glupIsEnabled(GLUP_INDIRECT_TEXTURING)) {
 
   32            VertexOut.tex_coord = tex_coord_in;
 
   34            VertexOut.tex_coord = GLUP.texture_matrix * tex_coord_in;
 
   37    gl_PointSize = GLUP.point_size;
 
   38    gl_Position = GLUP.modelviewprojection_matrix*vertex_in;
 
   42    VertexOut.depth_radius = 0.001;
 
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.