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in vec3 pos;
in vec2 mu; /* masking uv map */
out vec2 masking_uv_interp;
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
masking_uv_interp = mu;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}