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uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
#endif
in vec3 pos;
#if defined(USE_COLOR_U32)
in uint color;
#else
in vec4 color;
#endif
flat out vec4 finalColor;
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
gl_Position = ModelViewProjectionMatrix * pos_4d;
#if defined(USE_COLOR_U32)
finalColor = vec4(
((color ) & uint(0xFF)) * (1.0f / 255.0f),
((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
((color >> 24) ) * (1.0f / 255.0f));
#else
finalColor = color;
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}
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