#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { finalColor = colorLight; /* Relative to DPI scaling. Have constant screen size. */ vec3 screen_pos = ViewMatrixInverse[0].xyz * pos.x + ViewMatrixInverse[1].xyz * pos.y; vec3 p = inst_pos; p.z *= (pos.z == 0.0) ? 0.0 : 1.0; float screen_size = mul_project_m4_v3_zfac(p) * sizePixel; vec3 world_pos = p + screen_pos * screen_size; gl_Position = point_world_to_ndc(world_pos); /* Convert to screen position [0..sizeVp]. */ edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; view_clipping_distances(world_pos); }