Five custom variables (varyings) are now available on the condition that the `color` attribute is not requested. FIXES=[404930099]
45 lines
1000 B
GLSL
45 lines
1000 B
GLSL
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
|
|
}
|