8 layout(location = 0) in vec3 R2_vertex_world_position;
11 layout(location = 1) in
float R2_vertex_scale;
15 out vec4 R2_billboard_scale_eye;
21 vec4 (R2_vertex_scale, R2_vertex_scale, R2_vertex_scale, 1.0);
24 vec4 (R2_vertex_world_position, 1.0);
26 R2_view.transform_view * position_hom;
28 gl_Position = position_eye;
29 R2_billboard_scale_eye = scale;
layout(location=0) in vec3 R2_vertex_world_position
World-space position.
Types relating to the view.
Logarithmic depth functions.
Matrices and parameters related to the view that all surface shaders will receive.