19 lines
348 B
GLSL
19 lines
348 B
GLSL
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in vec3 pos;
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out vec4 pPos;
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out vec3 vPos;
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void main()
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{
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vec3 world_pos = point_object_to_world(pos);
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vPos = point_world_to_view(world_pos);
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pPos = point_world_to_ndc(world_pos);
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/* Small bias to always be on top of the geom. */
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pPos.z -= 1e-3;
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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