#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); vert.flag = data; view_clipping_distances(world_pos); }