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/* Draw Curve Normals */
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform float normalSize;
in vec3 pos;
in vec3 nor;
in vec3 tan;
in float rad;
void main()
{
vec3 final_pos = pos;
float flip = (gl_InstanceID != 0) ? -1.0 : 1.0;
if (gl_VertexID % 2 == 0) {
final_pos += normalSize * rad * (flip * nor - tan);
}
vec4 final_pos_4d = vec4(final_pos, 1.0);
gl_Position = ModelViewProjectionMatrix * final_pos_4d;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * final_pos_4d).xyz);
#endif
}
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