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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
in vec3 pos;
in vec3 c; /* active color */
out vec3 finalColor;
vec3 srgb_to_linear_attr(vec3 c) {
c = max(c, vec3(0.0));
vec3 c1 = c * (1.0 / 12.92);
vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
return mix(c1, c2, step(vec3(0.04045), c));
}
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = srgb_to_linear_attr(c);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
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