LAYOUT_LOCATION(LOCATION_POSITION) ATTRIBUTE vec4 position; struct PostProcessVertexInputs { // We provide normalized texture coordinates to custom vertex shaders. vec2 normalizedUV; // vertex position, can be modified by the user code vec4 position; #ifdef VARIABLE_CUSTOM0 vec4 VARIABLE_CUSTOM0; #endif #ifdef VARIABLE_CUSTOM1 vec4 VARIABLE_CUSTOM1; #endif #ifdef VARIABLE_CUSTOM2 vec4 VARIABLE_CUSTOM2; #endif #ifdef VARIABLE_CUSTOM3 vec4 VARIABLE_CUSTOM3; #endif #ifdef VARIABLE_CUSTOM4 vec4 VARIABLE_CUSTOM4; #endif }; void initPostProcessMaterialVertex(out PostProcessVertexInputs inputs) { #ifdef VARIABLE_CUSTOM0 inputs.VARIABLE_CUSTOM0 = vec4(0.0); #endif #ifdef VARIABLE_CUSTOM1 inputs.VARIABLE_CUSTOM1 = vec4(0.0); #endif #ifdef VARIABLE_CUSTOM2 inputs.VARIABLE_CUSTOM2 = vec4(0.0); #endif #ifdef VARIABLE_CUSTOM3 inputs.VARIABLE_CUSTOM3 = vec4(0.0); #endif #ifdef VARIABLE_CUSTOM4 inputs.VARIABLE_CUSTOM4 = vec4(0.0); #endif }