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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(surface_lib.glsl)
in vec2 pos;
RESOURCE_ID_VARYING
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
PASS_RESOURCE_ID
gl_Position = vec4(pos, 1.0, 1.0);
viewPosition = vec3(pos, -1.0);
#ifndef VOLUMETRICS
/* Not used in practice but needed to avoid compilation errors. */
worldPosition = viewPosition;
worldNormal = viewNormal = normalize(-viewPosition);
#endif
#ifdef USE_ATTR
pass_attr(viewPosition, NormalMatrix, ModelMatrixInverse);
#endif
}
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