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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform ivec4 dataMask = ivec4(0xFF);
in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
ivec4 data_m = data & dataMask;
faceColor = EDIT_MESH_face_color(data_m.x);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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