#ifdef WEBGL2
#define IN in
#define OUT out
#else
#define IN attribute
#define OUT varying
#endif

IN vec3 position;
#ifdef WIDTH
IN float width;
#endif
#ifdef NORMAL
IN vec3 normal;
#endif

IN float materialIndex;

#ifdef WEBGL2
flat out int MaterialIndex;
#ifdef COLOR
OUT vec4 Color;
#endif

#else
OUT vec4 diffuse;
OUT vec3 specular;
OUT float roughness,metallic,fresnel0;
OUT vec4 emissive;

struct Material {
 vec4 diffuse,emissive,specular;
 vec4 parameters;
};

uniform Material Materials[Nmaterials];
#endif

#ifdef COLOR
IN vec4 color;
#endif

uniform bool orthographic;
uniform mat3 normMat;
uniform mat4 viewMat;
uniform mat4 projViewMat;

#ifdef NORMAL
OUT vec3 ViewPosition;
OUT vec3 Normal;
#endif

void main(void)
{
 vec4 v=vec4(position,1.0);
 gl_Position=projViewMat*v;

#ifdef NORMAL
 ViewPosition=orthographic ? vec3(0.0,0.0,-1.0) : (viewMat*v).xyz;
 Normal=normalize(normal*normMat);
#endif

#ifdef WEBGL2
 MaterialIndex=int(materialIndex);
#ifdef COLOR
 Color=color;
#endif
#else
#ifdef NORMAL
 Material m;
#ifdef TRANSPARENT
 m=Materials[int(abs(materialIndex))-1];
 emissive=m.emissive;
 if(materialIndex >= 0.0)
   diffuse=m.diffuse;
 else {
   diffuse=color;
#if nlights == 0
   emissive += color;
#endif
 }
#else
 m=Materials[int(materialIndex)];
 emissive=m.emissive;
#ifdef COLOR
 diffuse=color;
#if nlights == 0
   emissive += color;
#endif
#else
 diffuse=m.diffuse;
#endif // COLOR
#endif // TRANSPARENT
 specular=m.specular.rgb;
 vec4 parameters=m.parameters;
 roughness=1.0-parameters[0];
 metallic=parameters[1];
 fresnel0=parameters[2];
#else
 emissive=Materials[int(materialIndex)].emissive;
#endif // NORMAL
#endif // WEBGL2

#ifdef WIDTH
 gl_PointSize=width;
#endif
}