Open 0x2A opened 8 years ago
_default_vertex_inputs_
and _reduced_vertex_inputs_
macros are now implemented.
_default_vertex_inputs_
adds:
in layout(location=MODEL_NORMAL_LOCATION) vec3 vertexNormal;
in layout(location=MODEL_TEXCOORD_LOCATION) vec2 vertexUV;
in layout(location=MODEL_VERTEX_COLOR_LOCATION) vec4 vertexColor;
in layout(location=MODEL_TANGENT_LOCATION) vec3 vertexTangent;
and _reduced_vertex_inputs_
adds:
in layout(location=MODEL_VERTEX_LOCATION) vec3 vertexPosition;
in layout(location=MODEL_TEXCOORD_LOCATION) vec2 vertexUV;
in layout(location=MODEL_VERTEX_COLOR_LOCATION) vec4 vertexColor;
to shader code
It might be useful to create a preprocessor for GLSL shader files. It causes a loss of compatibility for standard glsl code but it might be useful to have some
#include
or#pragma
functionality. So this should it make possible to create some reusable shader code like default lighting or headers (for example thein vec3 vertPosition ...
uniforms), so its easier to create custom shaders.