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overlay_edit_mesh_skin_root_vert.glsl « shaders « overlay « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

void main()
{
  mat3 imat = mat3(ModelMatrixInverse);
  vec3 right = normalize(imat * screenVecs[0].xyz);
  vec3 up = normalize(imat * screenVecs[1].xyz);
  vec3 screen_pos = (right * pos.x + up * pos.z) * size;
  vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0);
  gl_Position = drw_view.persmat * pos_4d;
  /* Manual stipple: one segment out of 2 is transparent. */
  finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0);

  view_clipping_distances(pos_4d.xyz);
}