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

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GLSL

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