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uniform mat4 ModelViewProjectionMatrix;
uniform vec4 faceColor;
uniform vec4 selectColor;
uniform vec4 activeColor;
in vec2 pos;
in int flag;
flat out vec4 finalColor;
#define FACE_SELECT (1 << 2)
#define FACE_ACTIVE (1 << 3)
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
bool is_selected = (flag & FACE_SELECT) != 0;
bool is_active = (flag & FACE_ACTIVE) != 0;
finalColor = (is_selected) ? selectColor : faceColor;
finalColor = (is_active) ? activeColor : finalColor;
}
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