uniform float normalSize; in vec3 pos; in vec3 nor; in vec3 tan; in float rad; flat out vec4 finalColor; 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; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }