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uniform vec2 aspect;
uniform float size;
uniform vec2 offset;
#ifdef USE_WIRE
uniform vec3 color;
#else
uniform vec4 objectColor;
#endif
in vec2 texCoord;
in vec2 pos;
flat out vec4 finalColor;
#ifndef USE_WIRE
out vec2 texCoord_interp;
void main()
{
vec3 pos = vec3((pos + offset) * (size * aspect), 0.0);
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_Position.z -= 1e-5;
finalColor = vec4(color, 1.0);
texCoord_interp = texCoord;
finalColor = objectColor;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
}