in vec3 pos; in int data; out vec4 finalColor; void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND if ((data & VERT_SELECTED) != 0) { finalColor = colorVertexSelect; } else if ((data & VERT_ACTIVE) != 0) { finalColor = colorEditMeshActive; } else { finalColor = colorVertex; } vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Small offset in Z */ gl_Position.z -= 3e-4; gl_PointSize = sizeVertex * 2.0; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }