//IA Input layout(location = 0) in vec3 a_position; layout(location = 1) in vec3 a_normal; layout(location = 2) in vec2 a_texCoord; #if CC_SURFACES_USE_TANGENT_SPACE layout(location = 3) in vec4 a_tangent; #endif #if CC_SURFACES_USE_VERTEX_COLOR in vec4 a_color; #endif // Attribute define should depend on system macro, not surface macro #if CC_SURFACES_USE_SECOND_UV || CC_USE_LIGHTMAP in vec2 a_texCoord1; #endif #if CC_USE_SKINNING #if __VERSION__ > 310 // strictly speaking this should be u16vec4, but due to poor driver support // somehow it seems we can get better results on many platforms using u32vec4 layout(location = 4) in u32vec4 a_joints; #else #pragma format(RGBA16UI) layout(location = 4) in vec4 a_joints; #endif layout(location = 5) in vec4 a_weights; #endif #if USE_INSTANCING #if CC_USE_BAKED_ANIMATION in highp vec4 a_jointAnimInfo; // frameID, totalJoints, offset #endif in vec4 a_matWorld0; in vec4 a_matWorld1; in vec4 a_matWorld2; #if CC_USE_LIGHTMAP in vec4 a_lightingMapUVParam; #endif #if CC_RECEIVE_SHADOW || CC_USE_REFLECTION_PROBE in vec4 a_localShadowBiasAndProbeId; // x:shadow bias, y:shadow normal bias, z: reflection probe id, w: blend reflection probe id #endif #if CC_USE_REFLECTION_PROBE in vec4 a_reflectionProbeData; // x:reflection probe blend weight #endif #if CC_USE_LIGHT_PROBE in vec4 a_sh_linear_const_r; in vec4 a_sh_linear_const_g; in vec4 a_sh_linear_const_b; #endif #endif #if CC_USE_MORPH #if __VERSION__ < 450 in float a_vertexId; #endif #endif