Files
filament/shaders/src/inputs.vs
Philip Rideout c2c546d671 Add support for custom vertex attributes.
This is a prep step for the upcoming morph feature and does not require
a bump to our material version number.

Stay tuned for a new sample app that demonstrates this feature.
2019-07-11 09:00:10 -07:00

81 lines
2.3 KiB
GLSL

layout(location = LOCATION_POSITION) in vec4 mesh_position;
#if defined(HAS_ATTRIBUTE_TANGENTS)
layout(location = LOCATION_TANGENTS) in vec4 mesh_tangents;
#endif
#if defined(HAS_ATTRIBUTE_COLOR)
layout(location = LOCATION_COLOR) in vec4 mesh_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0)
layout(location = LOCATION_UV0) in vec2 mesh_uv0;
#endif
#if defined(HAS_ATTRIBUTE_UV1)
layout(location = LOCATION_UV1) in vec2 mesh_uv1;
#endif
#if defined(HAS_ATTRIBUTE_BONE_INDICES)
layout(location = LOCATION_BONE_INDICES) in uvec4 mesh_bone_indices;
#endif
#if defined(HAS_ATTRIBUTE_BONE_WEIGHTS)
layout(location = LOCATION_BONE_WEIGHTS) in vec4 mesh_bone_weights;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM0)
layout(location = LOCATION_CUSTOM0) in vec4 mesh_custom0;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM1)
layout(location = LOCATION_CUSTOM1) in vec4 mesh_custom1;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM2)
layout(location = LOCATION_CUSTOM2) in vec4 mesh_custom2;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM3)
layout(location = LOCATION_CUSTOM3) in vec4 mesh_custom3;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM4)
layout(location = LOCATION_CUSTOM4) in vec4 mesh_custom4;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM5)
layout(location = LOCATION_CUSTOM5) in vec4 mesh_custom5;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM6)
layout(location = LOCATION_CUSTOM6) in vec4 mesh_custom6;
#endif
#if defined(HAS_ATTRIBUTE_CUSTOM7)
layout(location = LOCATION_CUSTOM7) in vec4 mesh_custom7;
#endif
LAYOUT_LOCATION(4) out highp vec3 vertex_worldPosition;
#if defined(HAS_ATTRIBUTE_TANGENTS)
LAYOUT_LOCATION(5) SHADING_INTERPOLATION out mediump vec3 vertex_worldNormal;
#if defined(MATERIAL_HAS_ANISOTROPY) || defined(MATERIAL_HAS_NORMAL) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
LAYOUT_LOCATION(6) SHADING_INTERPOLATION out mediump vec3 vertex_worldTangent;
LAYOUT_LOCATION(7) SHADING_INTERPOLATION out mediump vec3 vertex_worldBitangent;
#endif
#endif
#if defined(HAS_ATTRIBUTE_COLOR)
LAYOUT_LOCATION(9) out mediump vec4 vertex_color;
#endif
#if defined(HAS_ATTRIBUTE_UV0) && !defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) out highp vec2 vertex_uv01;
#elif defined(HAS_ATTRIBUTE_UV1)
LAYOUT_LOCATION(10) out highp vec4 vertex_uv01;
#endif
#if defined(HAS_SHADOWING) && defined(HAS_DIRECTIONAL_LIGHTING)
LAYOUT_LOCATION(11) out highp vec4 vertex_lightSpacePosition;
#endif