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- /// @name Attributes
- /// @{
- layout(location = 0) in vec3 position;
- layout(location = 3) in vec2 texCoords;
- #if defined(PASS_COLOR)
- layout(location = 1) in vec3 normal;
- layout(location = 2) in vec4 tangent;
- #endif
- /// @}
- /// @name Varyings
- /// @{
- out vec2 vTexCoords;
- #if defined(PASS_COLOR)
- out vec3 vNormal;
- out vec3 vTangent;
- out float vTangentW;
- out vec3 vVertPosViewSpace; ///< For env mapping. AKA view vector
- flat out float vSpecularComponent; ///< Calculate it per fragment
- #endif
- /// @}
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