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uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float color;
out vec4 finalColor;
#ifdef USE_POINTS
out vec2 radii;
#endif
vec3 weight_to_rgb(float weight)
{
vec3 r_rgb;
float blend = ((weight / 2.0) + 0.5);
if (weight <= 0.25) { /* blue->cyan */
r_rgb[0] = 0.0;
r_rgb[1] = blend * weight * 4.0;
r_rgb[2] = blend;
}
else if (weight <= 0.50) { /* cyan->green */
r_rgb[0] = 0.0;
r_rgb[1] = blend;
r_rgb[2] = blend * (1.0 - ((weight - 0.25) * 4.0));
}
else if (weight <= 0.75) { /* green->yellow */
r_rgb[0] = blend * ((weight - 0.50) * 4.0);
r_rgb[1] = blend;
r_rgb[2] = 0.0;
}
else if (weight <= 1.0) { /* yellow->red */
r_rgb[0] = blend;
r_rgb[1] = blend * (1.0 - ((weight - 0.75) * 4.0));
r_rgb[2] = 0.0;
}
else {
/* exceptional value, unclamped or nan,
* avoid uninitialized memory use */
r_rgb[0] = 1.0;
r_rgb[1] = 0.0;
r_rgb[2] = 1.0;
}
return r_rgb;
}
#define DECOMPRESS_RANGE 1.0039
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WEIGHT
finalColor = vec4(weight_to_rgb(color * DECOMPRESS_RANGE), 1.0);
#else
finalColor = mix(colorWire, colorEdgeSelect, color);
#endif
#ifdef USE_POINTS
gl_PointSize = sizeVertex;
/* calculate concentric radii in pixels */
float radius = 0.5 * sizeVertex;
/* start at the outside and progress toward the center */
radii[0] = radius;
radii[1] = radius - 1.0;
/* convert to PointCoord units */
radii /= sizeVertex;
#endif
}
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