layout(location = 0) in vec4 aPosition; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aColor; layout(location = 0) out vec4 vTexCoord; layout(location = 1) out vec4 vColor; layout(location = 9) out vec3 vLightmap; #ifndef SIMPLE // we do not need these for simple shaders layout(location = 3) in vec4 aVertex2; layout(location = 4) in vec4 aNormal; layout(location = 5) in vec4 aNormal2; layout(location = 6) in vec3 aLightmap; layout(location = 7) in vec4 aBoneWeight; layout(location = 8) in uvec4 aBoneSelector; layout(location = 2) out vec4 pixelpos; layout(location = 3) out vec3 glowdist; layout(location = 4) out vec3 gradientdist; layout(location = 5) out vec4 vWorldNormal; layout(location = 6) out vec4 vEyeNormal; #endif #ifdef NO_CLIPDISTANCE_SUPPORT layout(location = 7) out vec4 ClipDistanceA; layout(location = 8) out vec4 ClipDistanceB; #endif