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flat in int finalFlag;
out vec4 fragColor;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_HIDE (1 << 4)
void main()
{
if (bool(finalFlag & VERTEX_HIDE)) {
discard;
}
/* Apply depth offset by taking slope and distance into account. */
gl_FragDepth = gl_FragCoord.z - mix(exp2(-10), exp2(-23), gl_FragCoord.z) - 2.0 * fwidth(gl_FragCoord.z);
#ifdef VERTEX_MODE
vec4 colSel = colorEdgeSelect;
colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0);
#else
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
#endif
fragColor = bool(finalFlag & VERTEX_SELECTED) ? colSel : colorWire;
}
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