in vec3 color; in vec3 pos; flat out vec4 finalColor; flat out vec2 edgeStart; noperspective out vec2 edgePos; void main() { finalColor.rgb = color; finalColor.a = 1.0; vec3 worldPosition = point_object_to_world(pos); gl_Position = point_world_to_ndc(worldPosition); edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition); #endif }