in vec3 pos; in float weight; uniform sampler1D weightTex; out vec4 weightColor; vec3 weight_to_rgb(float t) { if (t < 0.0) { /* Minimum color, grey */ return vec3(0.25, 0.25, 0.25); } else if (t > 1.0) { /* Error color */ return vec3(1.0, 0.0, 1.0); } else { return texture(weightTex, t).rgb; } } void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); weightColor = vec4(weight_to_rgb(weight), 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }