18 lines
336 B
GLSL
18 lines
336 B
GLSL
#ifndef GLSL_WORLD_VERTEX_HEADER_
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#define GLSL_WORLD_VERTEX_HEADER_
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out float a_distance;
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out float a_fog;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec3 a_skyLight;
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out vec4 a_modelpos;
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out float a_emission;
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#include <world_uniforms>
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#endif // GLSL_WORLD_VERTEX_HEADER_
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