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Returns the position of the quad vertex necessary to enclose all the
fragments that represent the cluster AABB.
The cluster bounds are supplied as vec4(min X, min Y, max X, max Y).
Calculate the intersection of a ray from the eye through the view space
position to a z plane
See bevy_light::cluster::assign::line_intersection_to_z_plane.
Looks up and returns the world-space center and radius of the bounding sphere
for the object with the given index and type.
Returns a 4-vector with the fields vec4(center X, center Y, center Z, radius).
Data output from the vertex shader and input to the fragment shader.