uniform mat4 ModelViewProjectionMatrix; uniform vec4 vertColor; uniform vec4 selectColor; in vec2 pos; in int flag; out vec4 finalColor; /* TODO: Port drawing to draw manager and * remove constants duplications. */ #define FACE_UV_SELECT (1 << 7) void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); finalColor = ((flag & FACE_UV_SELECT) != 0) ? selectColor : vertColor; }