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#pragma BLENDER_REQUIRE(common_globals_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
uniform float pointSize;
in vec2 u;
in int flag;
flat out vec4 finalColor;
void main()
{
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
gl_Position = point_world_to_ndc(world_pos);
finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0);
gl_PointSize = pointSize;
}
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