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blender-archive/source/blender/draw/modes/shaders/object_empty_image_vert.glsl

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GLSL

uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform float aspectX;
uniform float aspectY;
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;
#endif
void main()
{
vec4 pos_4d = vec4((pos + offset) * (size * vec2(aspectX, aspectY)), 0.0, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
#ifdef USE_WIRE
gl_Position.z -= 1e-5;
finalColor = vec4(color, 1.0);
#else
texCoord_interp = texCoord;
finalColor = objectColor;
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}