uniform sampler1D weightTex; uniform bool useWeight; in vec3 pos; in float color; out vec4 finalColor; #define no_active_weight 666.0 vec3 weight_to_rgb(float t) { if (t == no_active_weight) { /* No weight. */ return colorWire.rgb; } if (t > 1.0 || t < 0.0) { /* Error color */ return vec3(1.0, 0.0, 1.0); } else { return texture(weightTex, t).rgb; } } void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); if (useWeight) { finalColor = vec4(weight_to_rgb(color), 1.0); } else { finalColor = mix(colorWire, colorVertexSelect, color); } #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }