uniform float sizeVertex; in vec3 pos; #ifndef UNIFORM_ID uniform int offset; in uint color; flat out uint id; #endif void main() { #ifndef UNIFORM_ID id = floatBitsToUint(intBitsToFloat(offset)) + color; #endif vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); gl_PointSize = sizeVertex; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }