in vec3 pos; in float color; out vec4 finalColor; void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); finalColor = mix(colorWire, colorVertexSelect, color); gl_PointSize = sizeVertex * 2.0; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }