in vec3 pos; in vec4 weight_color; #ifdef FACE_COLOR flat out vec4 weightColor; #endif #ifdef VERTEX_COLOR out vec4 weightColor; #endif void main() { GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); weightColor = vec4(weight_color.rgb, 1.0); #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); #endif }