#version 410 in vec3 col; in vec2 uv; uniform float partIndex_colorize; out vec3 colV; // ramped color from vertex color out vec2 uvV; // ramped uv from vertex uv #include "commonDeclare.glsl" void main(void) { #include "commonProjection.glsl" vec4 partColorize = texture(partValues, vec2(partIndex_colorize, partSlot)); colV = mix(col, partColorize.rgb, partColorize.a / 5.0); // in add mode, tame down the highlighting. uvV = uv; }