uniform mat4 ModelViewProjectionMatrix; in vec3 pos; in vec4 norAndFlag; flat out int isSelected; #ifdef VERTEX_FACING uniform mat4 ProjectionMatrix; uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; flat out float facing; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); /* Bias Facedot Z position in clipspace. */ gl_Position.z -= 0.0002; gl_PointSize = sizeFaceDot; isSelected = int(norAndFlag.w); #ifdef VERTEX_FACING vec3 view_normal = normalize(NormalMatrix * norAndFlag.xyz); vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize((ModelViewMatrix * vec4(pos, 1.0)).xyz) : vec3(0.0, 0.0, 1.0); facing = dot(view_vec, view_normal); #endif }