uniform float maskOpacity; uniform float faceSetsOpacity; in vec3 pos; in vec3 fset; in float msk; out vec4 finalColor; flat out vec3 faceset_color; out float mask_color; 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); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }