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uniform mat4 ModelMatrix;
in vec3 pos;
in vec4 weight_color;
#ifdef FACE_COLOR
flat out vec4 weightColor;
#endif
#ifdef VERTEX_COLOR
out vec4 weightColor;
#endif
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
weightColor = vec4(weight_color.rgb, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif
}
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