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#pragma BLENDER_REQUIRE(common_gpencil_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
void main()
{
init_interface();
/* TODO(fclem): Expose through a node? */
vec4 sspos;
vec2 aspect;
float strength;
float hardness;
vec2 thickness;
gl_Position = gpencil_vertex(ma,
ma1,
ma2,
ma3,
pos,
pos1,
pos2,
pos3,
uv1,
uv2,
col1,
col2,
fcol1,
vec4(drw_view.viewport_size, drw_view.viewport_size_inverse),
interp.P,
interp.N,
g_color,
strength,
g_uvs,
sspos,
aspect,
thickness,
hardness);
init_globals();
attrib_load();
interp.P += nodetree_displacement();
}
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