// from <clipping_planes_pars_fragment>
#if NUM_CLIPPING_PLANES > 0
#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
varying vec3 vViewPosition;
#endif
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
#endif
I’m writing some code in my custom shader to clip parts of my model. I digged around stackoverflow and found out that I need to bring certain blocks of shader code, like above, into my custom shader in order to make clipping planes work.
What kind/format of data should I be setting for the uniform vec4 clippingPlanes
?