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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
finalColor = colorLight;
/* Relative to DPI scaling. Have constant screen size. */
vec3 screen_pos = ViewMatrixInverse[0].xyz * pos.x + ViewMatrixInverse[1].xyz * pos.y;
vec3 p = inst_pos;
p.z *= (pos.z == 0.0) ? 0.0 : 1.0;
float screen_size = mul_project_m4_v3_zfac(p) * sizePixel;
vec3 world_pos = p + screen_pos * screen_size;
gl_Position = point_world_to_ndc(world_pos);
/* Convert to screen position [0..sizeVp]. */
edgePos = edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;
view_clipping_distances(world_pos);
}
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