Files
filament/shaders/src/variables.fs
Romain Guy 4585b8f896 Add clearCoatNormal property (#131)
* Add clear coat normal map support

This change allows to set a separate normal map for the clear coat layer of a material.

* Document the new clearCoatNormal property

* Fix typo
2018-08-24 08:56:44 -07:00

35 lines
1.2 KiB
GLSL

//------------------------------------------------------------------------------
// Attributes and uniforms
//------------------------------------------------------------------------------
#if !defined(DEPTH_PREPASS)
LAYOUT_LOCATION(4) in HIGHP vec3 vertex_worldPosition;
#endif
#if defined(HAS_ATTRIBUTE_TANGENTS)
LAYOUT_LOCATION(5) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldNormal;
#if defined(MATERIAL_HAS_ANISOTROPY) || defined(MATERIAL_HAS_NORMAL) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
LAYOUT_LOCATION(6) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldTangent;
LAYOUT_LOCATION(7) SHADING_INTERPOLATION in MEDIUMP vec3 vertex_worldBitangent;
#endif
#if defined(GEOMETRIC_SPECULAR_AA_NORMAL)
LAYOUT_LOCATION(8) SHADING_INTERPOLATION centroid in HIGHP vec3 vertex_worldNormalCentroid;
#endif
#endif
#if defined(HAS_ATTRIBUTE_COLOR)
LAYOUT_LOCATION(9) in MEDIUMP vec4 vertex_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0)
LAYOUT_LOCATION(10) in HIGHP vec2 vertex_uv01;
#elif defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) in HIGHP vec4 vertex_uv01;
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
LAYOUT_LOCATION(11) in HIGHP vec4 vertex_lightSpacePosition;
#endif
layout(location = 0) out vec4 fragColor;