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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

void main()
{
  GPU_INTEL_VERTEX_SHADER_WORKAROUND

  vec3 world_pos = point_object_to_world(pos);

  gl_Position = point_world_to_ndc(world_pos);

  view_clipping_distances(world_pos);
}