28d85d7ba3
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
31 lines
657 B
GLSL
31 lines
657 B
GLSL
#ifdef Explicit_Attrib_Location_Usable
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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in vec3 Tangent;
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in vec3 Bitangent;
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#endif
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out vec2 uv;
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out vec4 color;
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void main(void)
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{
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color = Color.zyxw;
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vec3 P = Position / vec3(screen, 1.);
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P = 2. * P - 1.;
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P.y *= -1.;
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gl_Position = vec4(P, 1.);
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uv = Texcoord;
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}
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