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in vec2 pos;
out vec3 varposition;
out vec3 varnormal;
out vec3 viewPosition;
#ifndef VOLUMETRICS
/* necessary for compilation*/
out vec3 worldPosition;
out vec3 worldNormal;
out vec3 viewNormal;
#endif
void main()
{
gl_Position = vec4(pos, 1.0, 1.0);
varposition = viewPosition = vec3(pos, -1.0);
varnormal = normalize(-varposition);
#ifndef VOLUMETRICS
/* Not used in practice but needed to avoid compilation errors. */
worldPosition = viewPosition;
worldNormal = viewNormal = varnormal;
#endif
#ifdef ATTRIB
pass_attrib(viewPosition);
#endif
}
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