in vec3 pos; out vec4 pPos; out vec3 vPos; void main() { vec3 world_pos = point_object_to_world(pos); vPos = point_world_to_view(world_pos); pPos = point_world_to_ndc(world_pos); /* Small bias to always be on top of the geom. */ pPos.z -= 1e-3; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }