#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_hair_lib.glsl) void main() { bool is_persp = (ProjectionMatrix[3][3] == 0.0); float time, thick_time, thickness; vec3 world_pos, tan, binor; hair_get_pos_tan_binor_time(is_persp, ModelMatrixInverse, ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, world_pos, tan, binor, time, thickness, thick_time); gl_Position = point_world_to_ndc(world_pos); if (is_point_domain) { finalColor = texelFetch(color_tx, hair_get_base_id()); } else { finalColor = texelFetch(color_tx, hair_get_strand_id()); } }