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#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);
bool is_select = (nor.w > 0.0);
bool is_hidden = (nor.w < 0.0);
/* Don't draw faces that are selected. */
if (is_hidden || is_select) {
gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
}
else {
view_clipping_distances(world_pos);
}
}
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