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