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uniform mat4 ViewProjectionMatrix;
uniform vec3 screen_vecs[2];
uniform float size;
uniform float pixel_size;
/* ---- Instanciated Attribs ---- */
in vec2 pos;
/* ---- Per instance Attribs ---- */
in vec3 world_pos;
in vec3 color;
flat out vec4 finalColor;
float mul_project_m4_v3_zfac(in vec3 co)
{
return (ViewProjectionMatrix[0][3] * co.x) +
(ViewProjectionMatrix[1][3] * co.y) +
(ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3];
}
void main()
{
float pix_size = mul_project_m4_v3_zfac(world_pos) * pixel_size;
vec3 screen_pos = screen_vecs[0].xyz * pos.x + screen_vecs[1].xyz * pos.y;
gl_Position = ViewProjectionMatrix * vec4(world_pos + screen_pos * size * pix_size, 1.0);
finalColor = vec4(color, 1.0);
}
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