#pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { vec3 image_pos = vec3(pos, 0.0); uv_screen = image_pos.xy; uv_image = uv; vec3 world_pos = point_object_to_world(image_pos); vec4 position = point_world_to_ndc(world_pos); gl_Position = position; }