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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
in vec2 au; /* active texture layer */
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
uv_interp = au;
normal_interp = normalize(normal_object_to_view(nor));
#ifdef OPAQUE_MATERIAL
float metallic, roughness;
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
if (materialIndex == 0) {
color_interp = ac.rgb;
}
#ifdef OPAQUE_MATERIAL
packed_rough_metal = workbench_float_pair_encode(roughness, metallic);
#endif
object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
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