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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
vec3 velocity_object_to_world_prev(VelocityObjectData data, vec3 prev_pos, vec3 current_pos)
{
/* Encoded use_deform inside the matrix to save up space. */
bool use_deform = data.next_object_mat[3][3] == 0.0;
return transform_point(data.prev_object_mat, use_deform ? prev_pos : current_pos);
}
vec3 velocity_object_to_world_next(VelocityObjectData data, vec3 next_pos, vec3 current_pos)
{
/* Encoded use_deform inside the matrix to save up space. */
bool use_deform = data.next_object_mat[3][3] == 0.0;
mat4 obmat = data.next_object_mat;
obmat[3][3] = 1.0;
return transform_point(obmat, use_deform ? next_pos : current_pos);
}
void main(void)
{
interp.P = point_object_to_world(pos);
interp.P_prev = velocity_object_to_world_prev(velocity, prv, pos);
interp.P_next = velocity_object_to_world_next(velocity, nxt, pos);
gl_Position = point_world_to_ndc(interp.P);
}
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