1
2in vec3 pos;
3in float color;
4
5out vec4 finalColor;
6
7void main()
8{
9  vec3 world_pos = point_object_to_world(pos);
10  gl_Position = point_world_to_ndc(world_pos);
11
12  finalColor = mix(colorWire, colorVertexSelect, color);
13
14  gl_PointSize = sizeVertex * 2.0;
15
16#ifdef USE_WORLD_CLIP_PLANES
17  world_clip_planes_calc_clip_distance(world_pos);
18#endif
19}
20