#pragma BLENDER_REQUIRE(common_globals_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) uniform float uvOpacity; in vec2 au; in int flag; flat out vec4 finalColor; void main() { vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); bool is_selected = (flag & FACE_UV_SELECT) != 0; bool is_active = (flag & FACE_UV_ACTIVE) != 0; finalColor = (is_selected) ? colorFaceSelect : colorFace; finalColor = (is_active) ? colorEditMeshActive : finalColor; finalColor.a *= uvOpacity; }