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