uniform vec4 color; in vec3 pos; out vec4 radii; out vec4 fillColor; out vec4 outlineColor; void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); gl_PointSize = sizeObjectCenter; float radius = 0.5 * sizeObjectCenter; float outline_width = sizePixel; radii[0] = radius; radii[1] = radius - 1.0; radii[2] = radius - outline_width; radii[3] = radius - outline_width - 1.0; radii /= sizeObjectCenter; fillColor = color; outlineColor = colorOutline; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }