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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 final_pos = pos;
float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
if (gl_VertexID % 2 == 0) {
final_pos += normalSize * rad * (flip * nor - tan);
}
vec3 world_pos = point_object_to_world(final_pos);
gl_Position = point_world_to_ndc(world_pos);
finalColor = colorWireEdit;
view_clipping_distances(world_pos);
}
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