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#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
float time, thick_time, thickness;
vec3 world_pos, tan, binor;
hair_get_pos_tan_binor_time(is_persp,
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
world_pos,
tan,
binor,
time,
thickness,
thick_time);
gl_Position = point_world_to_ndc(world_pos);
view_clipping_distances(world_pos);
}
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