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uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
ivec4 data_m = data & dataMask;
faceColor = EDIT_MESH_face_color(data_m.x);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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