uniform mat4 ModelViewProjectionMatrix; in vec3 pos; #if defined(USE_COLOR_U32) in uint color; #else in vec4 color; #endif flat out vec4 finalColor; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); #if defined(USE_COLOR_U32) finalColor = vec4( ((color ) & uint(0xFF)) * (1.0f / 255.0f), ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f), ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f), ((color >> 24) ) * (1.0f / 255.0f)); #else finalColor = color; #endif }