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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = sizeObjectCenter;
float radius = 0.5 * sizeObjectCenter;
float outline_width = sizePixel;
radii[0] = radius;
radii[1] = radius - 1.0;
radii[2] = radius - outline_width;
radii[3] = radius - outline_width - 1.0;
radii /= sizeObjectCenter;
fillColor = color;
outlineColor = colorOutline;
view_clipping_distances(world_pos);
}
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