37 lines
830 B
GLSL
37 lines
830 B
GLSL
LAYOUT_LOCATION(LOCATION_UVS) in highp vec2 vertex_uv;
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/** @public-api */
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highp vec2 getUV() {
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return vertex_uv;
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}
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struct PostProcessInputs {
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#if defined(FRAG_OUTPUT0)
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FRAG_OUTPUT_MATERIAL_TYPE0 FRAG_OUTPUT0;
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#endif
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#if defined(FRAG_OUTPUT1)
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FRAG_OUTPUT_MATERIAL_TYPE1 FRAG_OUTPUT1;
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#endif
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#if defined(FRAG_OUTPUT2)
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FRAG_OUTPUT_MATERIAL_TYPE2 FRAG_OUTPUT2;
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#endif
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#if defined(FRAG_OUTPUT3)
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FRAG_OUTPUT_MATERIAL_TYPE3 FRAG_OUTPUT3;
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#endif
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#if defined(FRAG_OUTPUT4)
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FRAG_OUTPUT_MATERIAL_TYPE4 FRAG_OUTPUT4;
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#endif
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#if defined(FRAG_OUTPUT5)
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FRAG_OUTPUT_MATERIAL_TYPE5 FRAG_OUTPUT5;
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#endif
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#if defined(FRAG_OUTPUT6)
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FRAG_OUTPUT_MATERIAL_TYPE6 FRAG_OUTPUT6;
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#endif
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#if defined(FRAG_OUTPUT7)
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FRAG_OUTPUT_MATERIAL_TYPE7 FRAG_OUTPUT7;
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#endif
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#if defined(FRAG_OUTPUT_DEPTH)
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float depth;
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#endif
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};
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