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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;
#define FACE_ACTIVE (1 << 3)
#define FACE_SELECTED (1 << 4)
#define FACE_FREESTYLE (1 << 5)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
ivec4 data_m = data & dataMask;
if ((data_m.x & FACE_ACTIVE) != 0) {
faceColor = colorFaceSelect;
}
else if ((data_m.x & FACE_SELECTED) != 0) {
faceColor = colorFaceSelect;
}
else if ((data_m.x & FACE_FREESTYLE) != 0) {
faceColor = colorFaceFreestyle;
}
else {
faceColor = colorFace;
}
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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