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uniform float maskOpacity;
uniform float faceSetsOpacity;
in vec3 pos;
in vec3 fset;
in float msk;
out vec4 finalColor;
flat out vec3 faceset_color;
out float mask_color;
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
faceset_color = mix(vec3(1.0), fset, faceSetsOpacity);
mask_color = 1.0 - (msk * maskOpacity);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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