#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { /* Extract data packed inside the unused mat4 members. */ mat4 obmat = ModelMatrix; finalColor = vec4(obmat[0][3], obmat[1][3], obmat[2][3], obmat[3][3]); vec3 world_pos = (ModelMatrix * vec4(pos, 1.0)).xyz; gl_Position = point_world_to_ndc(world_pos); gl_PointSize = sizeVertex * 2.0; view_clipping_distances(world_pos); }