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#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
# ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
# endif
uniform float size;
in vec3 pos;
out vec2 radii;
#endif
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
gl_PointSize = size;
/* Calculate concentric radii in pixels. */
float radius = 0.5 * size;
/* Start at the outside and progress toward the center. */
radii[0] = radius;
radii[1] = radius - 1.0;
/* Convert to PointCoord units. */
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * pos_4d).xyz);
#endif
}
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