#pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { vec3 world_pos = point_object_to_world(vec3(au, 0.0)); gl_Position = point_world_to_ndc(world_pos); finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorFaceDot : vec4(colorWire.rgb, 1.0); gl_PointSize = pointSize; }