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@ -80,6 +80,8 @@ The preferred workflow is to specify attribute location for vertex shader
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input attributes and fragment shader output attributes explicitly in the |
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shader code, e.g.: |
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@code |
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#version 330 |
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// or #extension GL_ARB_explicit_attrib_location: enable
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layout(location = 0) in vec4 vertex; |
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layout(location = 1) in vec3 normal; |
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layout(location = 2) in vec2 textureCoords; |
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@ -122,6 +124,8 @@ bindFragmentDataLocationIndexed(1, 1, "ambient");
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The preferred workflow is to specify texture layers directly in the shader |
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code, e.g.: |
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@code |
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#version 420 |
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// or #extension GL_ARB_shading_language_420pack: enable
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layout(binding = 0) uniform sampler2D diffuseTexture; |
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layout(binding = 1) uniform sampler2D specularTexture; |
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@endcode |
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