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

void main()
{
  finalColor.rgb = color.rgb;
  finalColor.a = 1.0;

  vec3 world_pos = point_object_to_world(pos);
  gl_Position = point_world_to_ndc(world_pos);

  edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy;

  view_clipping_distances(world_pos);
}
