#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) #pragma BLENDER_REQUIRE(closure_eval_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 = project_point(ProjectionMatrixInverse, vec3(pos, 0.0)); worldPosition = project_point(ViewProjectionMatrixInverse, vec3(pos, 0.0)); /* Not usable. */ viewNormal = vec3(0.0); worldNormal = vec3(0.0); }