#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(workbench_common_lib.glsl) #pragma BLENDER_REQUIRE(workbench_image_lib.glsl) void main() { normalData = workbench_normal_encode(gl_FrontFacing, normal_interp); materialData = vec4(color_interp, workbench_float_pair_encode(roughness, metallic)); objectId = uint(object_id); if (useMatcap) { /* For matcaps, save front facing in alpha channel. */ materialData.a = float(gl_FrontFacing); } #ifdef V3D_SHADING_TEXTURE_COLOR materialData.rgb = workbench_image_color(uv_interp); #endif }