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