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uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
in ivec4 data;
in vec3 pos;
#ifndef FACEDOT
in vec3 vnor;
#else
in vec4 norAndFlag;
# define vnor norAndFlag.xyz
#endif
#ifdef EDGE
flat out vec4 finalColorStipple;
flat out float base_dist;
out float dist;
#endif
#ifdef FLAT
flat out vec4 finalColor;
#else
out vec4 finalColor;
# ifdef EDGE
flat out int selectOveride;
# endif
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
ivec4 m_data = data & dataMask;
#if defined(VERT)
finalColor = EDIT_MESH_vertex_color(m_data.y);
gl_PointSize = sizeVertex * 2.0;
gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
/* Make selected and active vertex always on top. */
if ((data.x & VERT_SELECTED) != 0) {
gl_Position.z -= 1e-7;
}
if ((data.x & VERT_ACTIVE) != 0) {
gl_Position.z -= 1e-7;
}
#elif defined(EDGE)
# ifdef FLAT
finalColor = EDIT_MESH_edge_color_inner(m_data.y);
# else
finalColor = EDIT_MESH_edge_vertex_color(m_data.y);
selectOveride = (m_data.y & EDGE_SELECTED);
# endif
float crease = float(m_data.z) / 255.0;
float bweight = float(m_data.w) / 255.0;
finalColorStipple = EDIT_MESH_edge_color_outer(m_data.y, m_data.x, crease, bweight);
base_dist = dist = float(gl_VertexID % 128);
#elif defined(FACE)
finalColor = EDIT_MESH_face_color(m_data.x);
finalColor.a *= faceAlphaMod;
#elif defined(FACEDOT)
finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
/* Bias Facedot Z position in clipspace. */
gl_Position.z -= 0.00035;
gl_PointSize = sizeFaceDot;
#endif
#ifndef FACE
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) * 0.3;
finalColor = mix(colorEditMeshMiddle, finalColor, facing);
finalColor.a = 1.0;
# if defined(EDGE) && !defined(FLAT)
/* Hack to blend color in pixel shader in case of overide. */
finalColor.a = facing;
# endif
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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