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- //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
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