18 lines
417 B
GLSL
18 lines
417 B
GLSL
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highp mat3 shading_tangentToWorld;
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highp vec3 shading_position;
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vec3 shading_view;
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#if defined(HAS_ATTRIBUTE_TANGENTS)
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vec3 shading_normal;
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vec3 shading_geometricNormal;
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vec3 shading_reflected;
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float shading_NoV;
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#if defined(MATERIAL_HAS_BENT_NORMAL)
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vec3 shading_bentNormal;
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#endif
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#if defined(MATERIAL_HAS_CLEAR_COAT)
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vec3 shading_clearCoatNormal;
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#endif
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#endif
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highp vec2 shading_normalizedViewportCoord;
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