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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
void main()
{
normalData = workbench_normal_encode(gl_FrontFacing, normal_interp);
materialData = vec4(color_interp, workbench_float_pair_encode(_roughness, metallic));
objectId = uint(object_id);
if (useMatcap) {
/* For matcaps, save front facing in alpha channel. */
materialData.a = float(gl_FrontFacing);
}
#ifdef V3D_SHADING_TEXTURE_COLOR
materialData.rgb = workbench_image_color(uv_interp);
#endif
}
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