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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
/* Extract data packed inside the unused mat4 members. */
mat4 obmat = ModelMatrix;
finalColor = vec4(obmat[0][3], obmat[1][3], obmat[2][3], obmat[3][3]);
vec3 world_pos = (ModelMatrix * vec4(pos, 1.0)).xyz;
gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = sizeVertex * 2.0;
view_clipping_distances(world_pos);
}
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