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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
#ifdef HAIR_SHADER
out vec3 hairTangent;
out float hairThickTime;
out float hairThickness;
out float hairTime;
flat out int hairStrandID;
#endif
void main()
{
#ifdef GPU_INTEL
/* Due to some shader compiler bug, we somewhat
* need to access gl_VertexID to make it work. even
* if it's actually dead code. */
gl_Position.x = float(gl_VertexID);
#endif
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
vec3 world_pos, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
world_pos,
hairTangent,
binor,
hairTime,
hairThickness,
hairThickTime);
worldNormal = cross(hairTangent, binor);
#else
vec3 world_pos = point_object_to_world(pos);
#endif
gl_Position = point_world_to_ndc(world_pos);
#ifdef MESH_SHADER
worldPosition = world_pos;
viewPosition = point_world_to_view(worldPosition);
# ifndef HAIR_SHADER
worldNormal = normalize(normal_object_to_world(nor));
# endif
/* 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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