#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); gl_PointSize = sizeObjectCenter; float radius = 0.5 * sizeObjectCenter; float outline_width = sizePixel; radii[0] = radius; radii[1] = radius - 1.0; radii[2] = radius - outline_width; radii[3] = radius - outline_width - 1.0; radii /= sizeObjectCenter; fillColor = ucolor; outlineColor = colorOutline; view_clipping_distances(world_pos); }