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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(closure_eval_surface_lib.glsl)
in vec2 pos;
RESOURCE_ID_VARYING
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
PASS_RESOURCE_ID
gl_Position = vec4(pos, 1.0, 1.0);
viewPosition = project_point(ProjectionMatrixInverse, vec3(pos, 0.0));
worldPosition = project_point(ViewProjectionMatrixInverse, vec3(pos, 0.0));
/* Not usable. */
viewNormal = vec3(0.0);
worldNormal = vec3(0.0);
}
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