in float weight; in vec3 pos; out vec2 weight_interp; /* (weight, alert) */ void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Separate actual weight and alerts for independent interpolation */ weight_interp = max(vec2(weight, -weight), 0.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }