#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) vec3 srgb_to_linear_attr(vec3 c) { c = max(c, vec3(0.0)); vec3 c1 = c * (1.0 / 12.92); vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4)); return mix(c1, c2, step(vec3(0.04045), c)); } void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); finalColor = srgb_to_linear_attr(ac); view_clipping_distances(world_pos); }