#pragma BLENDER_REQUIRE(common_view_lib.glsl) in vec3 pos; in int probe_id; in mat4 probe_mat; out vec3 worldPosition; flat out int probeIdx; void main() { worldPosition = (probe_mat * vec4(-pos.x, pos.y, 0.0, 1.0)).xyz; gl_Position = ViewProjectionMatrix * vec4(worldPosition, 1.0); probeIdx = probe_id; }