 	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


	instance_index_interp = instance_index;

	mat4 model_matrix = instances.data[instance_index].transform;
#if defined(MOTION_VECTORS)
	vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
	vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
#else
	vec4 screen_position;
	vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
#endif
}

