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| vec4 czm_transformPlane(vec4 clippingPlane, mat4 transform) {
| vec3 transformedDirection = normalize((transform * vec4(clippingPlane.xyz, 0.0)).xyz);
| vec3 transformedPosition = (transform * vec4(clippingPlane.xyz * -clippingPlane.w, 1.0)).xyz;
| vec4 transformedPlane;
| transformedPlane.xyz = transformedDirection;
| transformedPlane.w = -dot(transformedDirection, transformedPosition);
| return transformedPlane;
| }
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