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/* TODO(Metal): Implement correct SSBO implementation for geom shader workaround.
* Currently included as placeholder to unblock failing compilation in Metal. */
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
vert.flag = data;
view_clipping_distances(world_pos);
}
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