#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(surface_lib.glsl) in vec2 pos; RESOURCE_ID_VARYING void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND PASS_RESOURCE_ID gl_Position = vec4(pos, 1.0, 1.0); viewPosition = vec3(pos, -1.0); #ifndef VOLUMETRICS /* Not used in practice but needed to avoid compilation errors. */ worldPosition = viewPosition; worldNormal = viewNormal = normalize(-viewPosition); #endif #ifdef USE_ATTR pass_attr(viewPosition, NormalMatrix, ModelMatrixInverse); #endif }