#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl) /* * Vertex Shader for dashed lines with 3D coordinates, * with uniform multi-colors or uniform single-color, and unary thickness. * * Dashed is performed in screen space. */ void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; stipple_start = stipple_pos = viewport_size * 0.5 * (gl_Position.xy / gl_Position.w); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); #endif }