#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 final_pos = pos; float flip = (gl_InstanceID != 0) ? -1.0 : 1.0; if (gl_VertexID % 2 == 0) { final_pos += normalSize * rad * (flip * nor - tan); } vec3 world_pos = point_object_to_world(final_pos); gl_Position = point_world_to_ndc(world_pos); finalColor = colorWireEdit; view_clipping_distances(world_pos); }