Xash3D FWGS engine.
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R"(
#define layout(x)
//#define in attribute
//#define out varying
layout(location = 0) in vec3 inPosition;
#if ATTR_COLOR
layout(location = 1) in vec4 inColor;
#endif
#if ATTR_NORMAL
layout(location = 2) in vec3 inNormal;
#endif
#if ATTR_TEXCOORD0
layout(location = 3) in vec2 inTexCoord0;
#endif
#if ATTR_TEXCOORD1
layout(location = 4) in vec2 inTexCoord1;
#endif
#if ATTR_COLOR
out vec4 vColor;
#endif
#if ATTR_TEXCOORD0
out vec2 vTexCoord0;
#endif
#if ATTR_TEXCOORD1
out vec2 vTexCoord0;
#endif
#if ATTR_NORMAL
out vec3 vNormal;
#endif
uniform mat4 uMVP;
void main()
{
gl_Position = uMVP * vec4(inPosition,1.0f);
#if ATTR_COLOR
vColor = inColor;
#endif
#if ATTR_NORMAL
vNormal = inNormal;
#endif
#if ATTR_TEXCOORD0
vTexCoord0 = inTexCoord0;
#endif
#if ATTR_TEXCOORD1
vTexCoord1 = inTexCoord1;
#endif
}
)"