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in vec3 pos;
in int data;
out vec4 finalColor;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
if ((data & VERT_SELECTED) != 0) {
finalColor = colorVertexSelect;
}
else if ((data & VERT_ACTIVE) != 0) {
finalColor = colorEditMeshActive;
}
else {
finalColor = colorVertex;
}
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Small offset in Z */
gl_Position.z -= 3e-4;
gl_PointSize = sizeVertex * 2.0;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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