#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_pointcloud_lib.glsl) #pragma BLENDER_REQUIRE(workbench_common_lib.glsl) #pragma BLENDER_REQUIRE(workbench_material_lib.glsl) #pragma BLENDER_REQUIRE(workbench_image_lib.glsl) void main() { vec3 world_pos; pointcloud_get_pos_and_nor(world_pos, normal_interp); normal_interp = normalize(normal_world_to_view(normal_interp)); gl_Position = point_world_to_ndc(world_pos); view_clipping_distances(world_pos); uv_interp = vec2(0.0); workbench_material_data_get(resource_handle, color_interp, alpha_interp, _roughness, metallic); if (materialIndex == 0) { color_interp = vec3(1.0); } object_id = int(uint(resource_handle) & 0xFFFFu) + 1; }