/* Made to be used with dynamic batching so no Model Matrix needed */ uniform mat4 ViewProjectionMatrix; in vec3 pos; void main() { vec4 pos_4d = vec4(pos.xy, 0.0, 1.0); gl_Position = ViewProjectionMatrix * pos_4d; gl_PointSize = 2.0; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(pos_4d.xyz); #endif }