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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec3 weight_to_rgb(float t)
{
if (t < 0.0) {
/* Minimum color, grey */
return vec3(0.25, 0.25, 0.25);
}
else if (t > 1.0) {
/* Error color */
return vec3(1.0, 0.0, 1.0);
}
else {
return texture(weightTex, t).rgb;
}
}
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
weightColor = vec4(weight_to_rgb(weight), 1.0);
view_clipping_distances(world_pos);
}
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