# all files / src/picking/ color.glsl.js

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     export default "@export clay.picking.color.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nattribute vec3 position : POSITION;\n@import clay.chunk.skinning_header\nvoid main(){\n    vec3 skinnedPosition = position;\n    #ifdef SKINNING\n        @import clay.chunk.skin_matrix\n        skinnedPosition = (skinMatrixWS * vec4(position, 1.0)).xyz;\n    #endif\n    gl_Position = worldViewProjection * vec4(skinnedPosition, 1.0);\n}\n@end\n@end\n@export clay.picking.color.fragment\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\nvoid main() {\n    gl_FragColor = color;\n}\n@end";