We now have a single varyings.glsl containing our varyings for both the vertex and fragment shader. This file is included with the right definition of VARYING as `in` or `out`. inputs.vs is now renamed attributes.vs
62 lines
1.6 KiB
GLSL
62 lines
1.6 KiB
GLSL
//------------------------------------------------------------------------------
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// Attributes
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//------------------------------------------------------------------------------
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layout(location = LOCATION_POSITION) in vec4 mesh_position;
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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layout(location = LOCATION_TANGENTS) in vec4 mesh_tangents;
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#endif
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#if defined(HAS_ATTRIBUTE_COLOR)
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layout(location = LOCATION_COLOR) in vec4 mesh_color;
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#endif
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#if defined(HAS_ATTRIBUTE_UV0)
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layout(location = LOCATION_UV0) in vec2 mesh_uv0;
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#endif
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#if defined(HAS_ATTRIBUTE_UV1)
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layout(location = LOCATION_UV1) in vec2 mesh_uv1;
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#endif
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#if defined(HAS_ATTRIBUTE_BONE_INDICES)
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layout(location = LOCATION_BONE_INDICES) in uvec4 mesh_bone_indices;
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#endif
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#if defined(HAS_ATTRIBUTE_BONE_WEIGHTS)
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layout(location = LOCATION_BONE_WEIGHTS) in vec4 mesh_bone_weights;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM0)
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layout(location = LOCATION_CUSTOM0) in vec4 mesh_custom0;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM1)
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layout(location = LOCATION_CUSTOM1) in vec4 mesh_custom1;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM2)
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layout(location = LOCATION_CUSTOM2) in vec4 mesh_custom2;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM3)
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layout(location = LOCATION_CUSTOM3) in vec4 mesh_custom3;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM4)
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layout(location = LOCATION_CUSTOM4) in vec4 mesh_custom4;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM5)
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layout(location = LOCATION_CUSTOM5) in vec4 mesh_custom5;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM6)
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layout(location = LOCATION_CUSTOM6) in vec4 mesh_custom6;
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#endif
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#if defined(HAS_ATTRIBUTE_CUSTOM7)
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layout(location = LOCATION_CUSTOM7) in vec4 mesh_custom7;
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#endif
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