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in vec3 position;
#ifdef NORMAL
in vec3 normal;
#endif
#ifdef EXPLICIT_COLOR
in uint color;
#endif
#ifdef WIDTH
in float width;
#endif
in int material;
uniform mat4 projViewMat;
uniform mat4 viewMat;
uniform mat4 normMat;
out vec3 ViewPosition;
#ifdef NORMAL
out vec3 Normal;
#endif
#ifdef EXPLICIT_COLOR
out vec4 Color;
#endif
flat out int materialIndex;
void main()
{
gl_Position=projViewMat*vec4(position,1.0);
ViewPosition=(viewMat*vec4(position,1.0)).xyz;
#ifdef NORMAL
Normal=(normMat*vec4(normal,0)).xyz;
#endif
#ifdef EXPLICIT_COLOR
Color=unpackUnorm4x8(color);
#endif
#ifdef WIDTH
gl_PointSize=width;
#endif
materialIndex=material;
}
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