/* Make to be used with dynamic batching so no Model Matrix needed */ uniform mat4 ViewProjectionMatrix; layout(points) in; layout(line_strip, max_vertices = 2) out; void main() { vec3 vert = gl_in[0].gl_Position.xyz; gl_Position = ViewProjectionMatrix * vec4(vert.xyz, 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_set_clip_distance(gl_in[0].gl_ClipDistance); #endif EmitVertex(); gl_Position = ViewProjectionMatrix * vec4(vert.xy, 0.0, 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(vec3(vert.xy, 0.0)); #endif EmitVertex(); EndPrimitive(); }