@@ -1,5 +1,11 @@
#if defined(dColorType_uniform)
uniform vec3 uColor;
-#elif defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_objectPicking) || defined(dColorType_instancePicking) || defined(dColorType_groupPicking)
+#elif defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance)
varying vec4 vColor;
+#elif defined(dColorType_objectPicking) || defined(dColorType_instancePicking) || defined(dColorType_groupPicking)
+ #if __VERSION__ != 300
+ varying vec4 vColor;
+ #else
+ flat in vec4 vColor;
+ #endif
#endif
@@ -8,6 +8,10 @@
uniform vec2 uColorTexDim;
uniform sampler2D tColor;
#elif defined(dColorType_objectPicking) || defined(dColorType_instancePicking) || defined(dColorType_groupPicking)
- varying vec4 vColor;
+ flat out vec4 vColor;
#pragma glslify: encodeFloatRGB = require(../utils/encode-float-rgb.glsl)