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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
vec2 pos;
pos.x = float(gl_VertexID % 2);
pos.y = float(gl_VertexID / 2) / float(halfLineCount - 1);
if (pos.y > 1.0) {
pos.xy = pos.yx;
pos.x -= 1.0 + 1.0 / float(halfLineCount - 1);
}
pos -= 0.5;
vec3 world_pos = xAxis * pos.x + yAxis * pos.y + origin;
gl_Position = point_world_to_ndc(world_pos);
view_clipping_distances(world_pos);
finalColor = color;
/* Convert to screen position [0..sizeVp]. */
edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
}
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