40 lines
970 B
GLSL
40 lines
970 B
GLSL
LAYOUT_LOCATION(LOCATION_POSITION) in vec4 position;
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LAYOUT_LOCATION(LOCATION_UVS) out vec2 vertex_uv;
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struct PostProcessVertexInputs {
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// We provide normalized and non-normalized texture coordinates to custom vertex shaders.
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// By default the non-normalized coordinates are passed through to the fragment shader.
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vec2 normalizedUV;
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vec2 texelCoords;
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#ifdef VARIABLE_CUSTOM0
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vec4 VARIABLE_CUSTOM0;
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#endif
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#ifdef VARIABLE_CUSTOM1
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vec4 VARIABLE_CUSTOM1;
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#endif
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#ifdef VARIABLE_CUSTOM2
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vec4 VARIABLE_CUSTOM2;
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#endif
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#ifdef VARIABLE_CUSTOM3
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vec4 VARIABLE_CUSTOM3;
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#endif
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};
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void initPostProcessMaterialVertex(out PostProcessVertexInputs inputs) {
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#ifdef VARIABLE_CUSTOM0
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inputs.VARIABLE_CUSTOM0 = vec4(0.0);
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#endif
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#ifdef VARIABLE_CUSTOM1
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inputs.VARIABLE_CUSTOM1 = vec4(0.0);
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#endif
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#ifdef VARIABLE_CUSTOM2
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inputs.VARIABLE_CUSTOM2 = vec4(0.0);
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#endif
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#ifdef VARIABLE_CUSTOM3
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inputs.VARIABLE_CUSTOM3 = vec4(0.0);
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#endif
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}
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