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in vec3 pos;
in vec3 nor;
#ifdef MESH_SHADER
out vec3 worldPosition;
out vec3 viewPosition;
out vec3 worldNormal;
out vec3 viewNormal;
#endif
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef MESH_SHADER
worldPosition = world_pos;
viewPosition = point_world_to_view(worldPosition);
worldNormal = normalize(normal_object_to_world(nor));
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
pass_attr(pos);
# endif
#endif
}
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