#ifndef GLSL_WORLD_VERTEX_HEADER_ #define GLSL_WORLD_VERTEX_HEADER_ out float a_distance; out float a_fog; out vec2 a_texCoord; out vec3 a_dir; out vec3 a_normal; out vec3 a_position; out vec3 a_realnormal; out vec3 a_skyLight; out vec4 a_modelpos; out float a_emission; #include #endif // GLSL_WORLD_VERTEX_HEADER_