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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
vec3 world_pos = (model_mat * vec4(pos, 1.0)).xyz;
gl_Position = point_world_to_ndc(world_pos);
finalColor.rgb = mix(state_color.rgb, bone_color.rgb, 0.5);
finalColor.a = 1.0;
edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
view_clipping_distances(world_pos);
}
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