MaterialVertexVariables.glsl 496 B

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  1. /// @name Attributes
  2. /// @{
  3. layout(location = 0) in vec3 position;
  4. layout(location = 3) in vec2 texCoords;
  5. #if defined(PASS_COLOR)
  6. layout(location = 1) in vec3 normal;
  7. layout(location = 2) in vec4 tangent;
  8. #endif
  9. /// @}
  10. /// @name Varyings
  11. /// @{
  12. out vec2 vTexCoords;
  13. #if defined(PASS_COLOR)
  14. out vec3 vNormal;
  15. out vec3 vTangent;
  16. out float vTangentW;
  17. out vec3 vVertPosViewSpace; ///< For env mapping. AKA view vector
  18. flat out float vSpecularComponent; ///< Calculate it per fragment
  19. #endif
  20. /// @}