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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_bsdf_stubs_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surface_lib.glsl)
/* TODO(fclem) remove use of macro. use interface block instead. */
RESOURCE_ID_VARYING
void main(void)
{
/* Fullscreen triangle. */
int v = gl_VertexID % 3;
float x = float((v & 1) << 2) - 1.0;
float y = float((v & 2) << 1) - 1.0;
gl_Position = vec4(x, y, 1.0, 1.0);
/* Pass view position to keep accuracy. */
interp.P = project_point(ProjectionMatrixInverse, gl_Position.xyz);
interp.N = vec3(1);
/* Used to pass the correct model matrix. */
PASS_RESOURCE_ID
}
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