uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelMatrix; in vec3 pos; in vec4 weight_color; #ifdef FACE_COLOR flat out vec4 weightColor; #endif #ifdef VERTEX_COLOR out vec4 weightColor; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); weightColor = vec4(weight_color.rgb, 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); #endif }