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uniform sampler1D weightTex;
in vec3 pos;
in float weight;
out vec4 finalColor;
#define no_active_weight 666.0
vec3 weight_to_rgb(float t)
{
if (t == no_active_weight) {
/* No weight. */
return colorWire.rgb;
}
if (t > 1.0 || t < 0.0) {
/* Error color */
return vec3(1.0, 0.0, 1.0);
}
else {
return texture(weightTex, t).rgb;
}
}
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
finalColor = vec4(weight_to_rgb(weight), 1.0);
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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