#include layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec4 v_light; layout (location = 3) in vec4 v_normal; // same vertex stage interface as world shaders for material shaders #include uniform float u_dayTime; #include <__materials_vertex__> void main() { a_texCoord = v_texCoord; a_material = unpack_material(v_normal.w); a_realnormal = v_normal.xyz * 2.0 - 1.0; a_modelpos = u_model * vec4(v_position, 1.0f); a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz); gl_Position = u_proj * u_view * a_modelpos; }