uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; uniform ivec4 dataMask = ivec4(0xFF); in vec3 pos; in ivec4 data; flat out vec4 faceColor; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); ivec4 data_m = data & dataMask; faceColor = EDIT_MESH_face_color(data_m.x); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); #endif }