Files
filament/shaders/src/post_process_inputs.vs
2019-09-16 09:04:14 -07:00

40 lines
970 B
GLSL

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