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in vec3 position;
#ifdef NORMAL
#ifndef ORTHOGRAPHIC
uniform mat4 viewMat;
out vec3 ViewPosition;
#endif
uniform mat3 normMat;
in vec3 normal;
out vec3 Normal;
#endif
#ifdef MATERIAL
in int material;
flat out int materialIndex;
#endif
#ifdef COLOR
in vec4 color;
out vec4 Color;
#endif
#ifdef WIDTH
in float width;
#endif
uniform mat4 projViewMat;
void main()
{
vec4 v=vec4(position,1.0);
gl_Position=projViewMat*v;
#ifdef NORMAL
#ifndef ORTHOGRAPHIC
ViewPosition=(viewMat*v).xyz;
#endif
Normal=normalize(normal*normMat);
#endif
#ifdef COLOR
Color=color;
#endif
#ifdef WIDTH
gl_PointSize=width;
#endif
#ifdef MATERIAL
materialIndex=material;
#endif
}
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