
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)

void main()
{
  /* Extract data packed inside the unused mat4 members. */
  mat4 obmat = ModelMatrix;
  finalColor = vec4(obmat[0][3], obmat[1][3], obmat[2][3], obmat[3][3]);

  vec3 world_pos = (ModelMatrix * vec4(pos, 1.0)).xyz;
  gl_Position = point_world_to_ndc(world_pos);

  gl_PointSize = sizeVertex * 2.0;

  view_clipping_distances(world_pos);
}
