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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
bool is_select = (nor.w > 0.0) && useSelect;
bool is_hidden = (nor.w < 0.0) && useSelect;
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
/* Add offset in Z to avoid zfighting and render selected wires on top. */
/* TODO: scale this bias using znear and zfar range. */
gl_Position.z -= (is_select ? 2e-4 : 1e-4);
if (is_hidden) {
gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
}
const vec4 colSel = vec4(1.0);
finalColor = (is_select) ? colSel : colorWire;
/* Weight paint needs a light color to contrasts with dark weights. */
if (!useSelect) {
finalColor = vec4(1.0, 1.0, 1.0, 0.3);
}
view_clipping_distances(world_pos);
}
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