 out gl_PerVertex{
     vec4 gl_Position;
     float gl_ClipDistance[1];
+#ifdef ARB_cull_distance
     float gl_CullDistance[1];
+#endif
 };
 out VS_OUT{
     vec2 tc;

#version 330 core

layout(location=0)in vec3 pos;
layout(location=1)in vec2 tex;

    /* This lets us avoid having to fiddle with viewports or viewport arrays */
    gl_ClipDistance[0] = dot(gl_Position,clipPlane);

#ifdef ARB_cull_distance
    /* TODO: Fix culling, this could be important for perf */
    gl_CullDistance[0] = 1.0;
#endif
}
