 	motion_vector = position_uv - prev_position_uv;
 #endif
 }
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+	if (dp_clip > 0.0)
+		discard;
+#endif
+
+	fragment_shader(scene_data_block.data);
+}


#endif //!MODE_RENDER DEPTH

void main() {
#ifdef MODE_DUAL_PARABOLOID

	if (dp_clip > 0.0)
		discard;
#endif

	SceneData scene_data = scene_data_block.data;
	SceneData prev_scene_data = scene_data_block.prev_data;
	uint instance_index = instance_index_interp;

	//lay out everything, whatever is unused is optimized away anyway

#endif //MODE_RENDER_DEPTH
#ifdef MOTION_VECTORS
	vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter;
	vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter;

	vec2 position_uv = position_clip * vec2(0.5, 0.5);
	vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5);
