* 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
52 lines
1.6 KiB
GLSL
52 lines
1.6 KiB
GLSL
layout(location = LOCATION_POSITION) in vec4 mesh_position;
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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layout(location = LOCATION_TANGENTS) in vec4 mesh_tangents;
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#endif
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#if defined(HAS_ATTRIBUTE_COLOR)
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layout(location = LOCATION_COLOR) in vec4 mesh_color;
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#endif
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#if defined(HAS_ATTRIBUTE_UV0)
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layout(location = LOCATION_UV0) in vec2 mesh_uv0;
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#endif
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#if defined(HAS_ATTRIBUTE_UV1)
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layout(location = LOCATION_UV1) in vec2 mesh_uv1;
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#endif
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#if defined(HAS_ATTRIBUTE_BONE_INDICES)
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layout(location = LOCATION_BONE_INDICES) in uvec4 mesh_bone_indices;
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#endif
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#if defined(HAS_ATTRIBUTE_BONE_WEIGHTS)
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layout(location = LOCATION_BONE_WEIGHTS) in vec4 mesh_bone_weights;
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#endif
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LAYOUT_LOCATION(4) out HIGHP vec3 vertex_worldPosition;
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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LAYOUT_LOCATION(5) SHADING_INTERPOLATION out 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 out MEDIUMP vec3 vertex_worldTangent;
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LAYOUT_LOCATION(7) SHADING_INTERPOLATION out 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 out 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) out 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) out HIGHP vec2 vertex_uv01;
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#elif defined(HAS_ATTRIBUTE_UV1)
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LAYOUT_LOCATION(10) out 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) out HIGHP vec4 vertex_lightSpacePosition;
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#endif
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