#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); /* Separate actual weight and alerts for independent interpolation */ weight_interp = max(vec2(weight, -weight), 0.0); /* Saturate the weight to give a hint of the geometry behind the weights. */ #ifdef FAKE_SHADING vec3 view_normal = normalize(normal_object_to_view(nor)); color_fac = abs(dot(view_normal, light_dir)); color_fac = color_fac * 0.9 + 0.1; #else color_fac = 1.0; #endif view_clipping_distances(world_pos); }