/* Keep the same value of `BEZIER_HANDLE` in `draw_cache_imp_curve.c` */ #define BEZIER_HANDLE 1 << 3 uniform bool showCurveHandles; in vec3 pos; in int data; out vec4 finalColor; void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND if ((data & VERT_SELECTED) != 0) { if ((data & VERT_ACTIVE) != 0) { finalColor = colorEditMeshActive; } else { finalColor = colorVertexSelect; } } else { finalColor = colorVertex; } vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); gl_PointSize = sizeVertex * 2.0; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif if (!showCurveHandles && ((data & BEZIER_HANDLE) != 0)) { /* We set the vertex at the camera origin to generate 0 fragments. */ gl_Position = vec4(0.0, 0.0, -3e36, 0.0); } }