#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); bool is_select = (nor.w > 0.0); bool is_hidden = (nor.w < 0.0); /* Don't draw faces that are selected. */ if (is_hidden || is_select) { gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); } else { view_clipping_distances(world_pos); } }