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uniform mat4 ModelViewProjectionMatrix;
uniform vec4 edgeColor;
uniform vec4 selectColor;
in vec2 pos;
in int flag;
#ifdef SMOOTH_COLOR
noperspective out vec4 finalColor;
#else
flat out vec4 finalColor;
#endif
#define VERTEX_SELECT (1 << 0)
#define EDGE_SELECT (1 << 4)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
#ifdef SMOOTH_COLOR
bool is_select = (flag & VERTEX_SELECT) != 0;
#else
bool is_select = (flag & EDGE_SELECT) != 0;
#endif
finalColor = (is_select) ? selectColor : edgeColor;
}
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