uniform ivec4 dataMask = ivec4(0xFF); in vec3 pos; in ivec4 data; flat out vec4 faceColor; void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); ivec4 data_m = data & dataMask; faceColor = EDIT_MESH_face_color(data_m.x); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }