Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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This commit is contained in:
2026-06-03 22:44:34 -07:00
parent dbc21d5a5b
commit 8ae009cf92
11 changed files with 157 additions and 45 deletions

View File

@@ -42,10 +42,10 @@ layout(location = 1) in vec3 vertex_normal;
#if HAS_NORMAL_MAP == 1
layout(location = 2) in vec3 vertex_tangent;
#endif
layout(location = 3) in lowp vec3 vertex_uv;
layout(location = 3) in lowp vec3 vertex_texcoord0;
#if BONE_COUNT > 0
layout(location = 4) in lowp vec3 vertex_uv;
layout(location = 4) in lowp vec3 vertex_texcoord0;
layout(location = 5) in highp vec4 bone_weights;
layout(location = 6) in highp vec4 bone_indexes;
#else
@@ -60,7 +60,7 @@ layout(location = 3) in lowp vec3 vertex_uv;
#endif
#else
#if HAS_LIGHT_MAP == 1
layout(loction = 7) in mediump vec2 vertex_lightmap_uv;
layout(loction = 7) in mediump vec2 vertex_texcoord1;
#endif //HAS_LIGHT_MAP
#endif // GBUFFER_PASS
@@ -357,7 +357,7 @@ void main()
#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
// Pass UV co-ordinates
texCoord = vertex_uv.st;
texCoord = vertex_texcoord0.st;
#endif
@@ -421,7 +421,7 @@ void main()
#if HAS_LIGHT_MAP == 1
// Pass shadow UV co-ordinates
lightmap_uv = vertex_lightmap_uv.st;
lightmap_uv = vertex_texcoord1.st;
#endif