uniform float normalSize; in vec3 pos; #ifdef LOOP_NORMALS in vec3 lnor; # define nor lnor #elif defined(FACE_NORMALS) in vec4 norAndFlag; # define nor norAndFlag.xyz #else in vec3 vnor; # define nor vnor #endif flat out vec4 v1; flat out vec4 v2; void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 n = normalize(normal_object_to_world(nor)); vec3 world_pos = point_object_to_world(pos); v1 = point_world_to_ndc(world_pos); v2 = point_world_to_ndc(world_pos + n * normalSize); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }