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uniform float sizeVertex;
in vec3 pos;
#ifndef UNIFORM_ID
uniform int offset;
in uint color;
flat out uint id;
#endif
void main()
{
#ifndef UNIFORM_ID
id = floatBitsToUint(intBitsToFloat(offset)) + color;
#endif
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_PointSize = sizeVertex;
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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