19 lines
401 B
GLSL
19 lines
401 B
GLSL
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in float weight;
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in vec3 pos;
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out vec2 weight_interp; /* (weight, alert) */
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void main()
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{
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vec3 world_pos = point_object_to_world(pos);
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gl_Position = point_world_to_ndc(world_pos);
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/* Separate actual weight and alerts for independent interpolation */
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weight_interp = max(vec2(weight, -weight), 0.0);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance(world_pos);
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#endif
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}
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