#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) void main() { vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); faceset_color = mix(vec3(1.0), fset, faceSetsOpacity); mask_color = 1.0 - (msk * maskOpacity); view_clipping_distances(world_pos); }