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/* Made to be used with dynamic batching so no Model Matrix needed */
uniform mat4 ViewProjectionMatrix;
in vec3 pos;
void main()
{
vec4 pos_4d = vec4(pos.xy, 0.0, 1.0);
gl_Position = ViewProjectionMatrix * pos_4d;
gl_PointSize = 2.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(pos_4d.xyz);
#endif
}