Files
filament/shaders/src/inputs.fs
Philip Rideout 69de626ead Rename built-in shader inputs to "inputs" instead of "variables".
In the public docs and materials API, Filament "variables" are custom
interpolants (outputs of VS, inputs of FS). However we internally used
"variables" to also refer to built-in VS inputs.

CodeGenerator had a generateVariable method and a generateVariables
method, which did something completely different. :)
2019-02-01 13:20:13 -08:00

35 lines
1.3 KiB
GLSL

//------------------------------------------------------------------------------
// Attributes and uniforms
//------------------------------------------------------------------------------
#if !defined(DEPTH_PREPASS)
LAYOUT_LOCATION(4) in HIGHP vec3 vertex_worldPosition;
#endif
#if defined(HAS_ATTRIBUTE_TANGENTS)
LAYOUT_LOCATION(5) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldNormal;
#if defined(MATERIAL_HAS_ANISOTROPY) || defined(MATERIAL_HAS_NORMAL) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
LAYOUT_LOCATION(6) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldTangent;
LAYOUT_LOCATION(7) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldBitangent;
#endif
#if defined(GEOMETRIC_SPECULAR_AA_NORMAL)
LAYOUT_LOCATION(8) SHADING_INTERPOLATION centroid in HIGHP vec3 vertex_worldNormalCentroid;
#endif
#endif
#if defined(HAS_ATTRIBUTE_COLOR)
LAYOUT_LOCATION(9) in MEDIUMP vec4 vertex_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0) && !defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) in HIGHP vec2 vertex_uv01;
#elif defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) in HIGHP vec4 vertex_uv01;
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
LAYOUT_LOCATION(11) in HIGHP vec4 vertex_lightSpacePosition;
#endif
layout(location = 0) out vec4 fragColor;