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uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform float ofs = 3e-5;
#ifdef USE_WORLD_CLIP_PLANES
uniform vec4 WorldClipPlanes[6];
uniform int WorldClipPlanesLen;
#endif
in vec3 pos;
in ivec4 data;
#ifdef VERTEX_FACING
in vec3 vnor;
#endif
out vec4 finalColor;
void main()
{
finalColor = colorVertex;
finalColor = ((data.x & VERTEX_SELECTED) != 0) ? colorVertexSelect : finalColor;
finalColor = ((data.x & VERTEX_ACTIVE) != 0) ? vec4(colorEditMeshActive.xyz, 1.0) : finalColor;
gl_PointSize = sizeVertex * 2.0;
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_Position.z -= ofs * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
/* Make selected and active vertex always on top. */
if ((data.x & VERTEX_SELECTED) != 0) {
gl_Position.z -= 1e-7;
}
if ((data.x & VERTEX_ACTIVE) != 0) {
gl_Position.z -= 1e-7;
}
#ifdef VERTEX_FACING
vec4 vPos = ModelViewMatrix * vec4(pos, 1.0);
vec3 view_normal = normalize(NormalMatrix * vnor);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0)
? normalize(vPos.xyz)
: vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.4;
finalColor = mix(colorEditMeshMiddle, finalColor, facing);
finalColor.a = 1.0;
#endif
if ((data.x & VERTEX_EXISTS) == 0) {
gl_Position = vec4(0.0);
gl_PointSize = 0.0;
}
#ifdef USE_WORLD_CLIP_PLANES
{
vec3 worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
for (int i = 0; i < WorldClipPlanesLen; i++) {
gl_ClipDistance[i] = dot(WorldClipPlanes[i].xyz, worldPosition) + WorldClipPlanes[i].w;
}
}
#endif
}
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