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uniform float normalSize;
in vec3 pos;
#ifdef LOOP_NORMALS
in vec3 lnor;
# define nor lnor
#elif defined(FACE_NORMALS)
in vec4 norAndFlag;
# define nor norAndFlag.xyz
#else
in vec3 vnor;
# define nor vnor
#endif
flat out vec4 v1;
flat out vec4 v2;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 n = normalize(normal_object_to_world(nor));
vec3 world_pos = point_object_to_world(pos);
v1 = point_world_to_ndc(world_pos);
v2 = point_world_to_ndc(world_pos + n * normalSize);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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