31 lines
1.0 KiB
GLSL
31 lines
1.0 KiB
GLSL
//------------------------------------------------------------------------------
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// Attributes and uniforms
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//------------------------------------------------------------------------------
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LAYOUT_LOCATION(4) in highp vec4 vertex_worldPosition;
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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LAYOUT_LOCATION(5) SHADING_INTERPOLATION in mediump vec3 vertex_worldNormal;
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#if defined(MATERIAL_NEEDS_TBN)
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LAYOUT_LOCATION(6) SHADING_INTERPOLATION in mediump vec4 vertex_worldTangent;
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#endif
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#endif
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LAYOUT_LOCATION(7) in highp vec4 vertex_position;
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#if defined(HAS_ATTRIBUTE_COLOR)
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LAYOUT_LOCATION(9) in mediump vec4 vertex_color;
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#endif
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#if defined(HAS_ATTRIBUTE_UV0) && !defined(HAS_ATTRIBUTE_UV1)
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LAYOUT_LOCATION(10) in highp vec2 vertex_uv01;
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#elif defined(HAS_ATTRIBUTE_UV1)
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LAYOUT_LOCATION(10) in highp vec4 vertex_uv01;
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#endif
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#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
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LAYOUT_LOCATION(11) in highp vec4 vertex_lightSpacePosition;
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#endif
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// Note that fragColor is an output and is not declared here; see main.fs and depth_main.fs
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