layout(location = 0) in vec4 vTexCoord; layout(location = 1) in vec4 vColor; layout(location = 9) in vec3 vLightmap; #ifndef SIMPLE layout(location = 2) in vec4 pixelpos; layout(location = 3) in vec3 glowdist; layout(location = 4) in vec3 gradientdist; layout(location = 5) in vec4 vWorldNormal; layout(location = 6) in vec4 vEyeNormal; #endif #ifdef NO_CLIPDISTANCE_SUPPORT layout(location = 7) in vec4 ClipDistanceA; layout(location = 8) in vec4 ClipDistanceB; #endif layout(location=0) out vec4 FragColor; #ifdef GBUFFER_PASS layout(location=1) out vec4 FragFog; layout(location=2) out vec4 FragNormal; #endif