Skip to content

Overview

Attributes are per-vertex data. Base values are encoded in the mesh and processed per-instance using the instance shader and the material’s vertex shader.

Some attributes are passed to the fragment stage, where they are being used by the material’s fragment and light shaders.

  • vertexPos
  • vertexColor
  • vertexTexCoord
  • vertexOverlay
  • vertexLight
  • vertexNormal
  • vertexTangent
Iris AttributesColorwheel Values
gl_VertexvertexPos
gl_ColorvertexColor
gl_MultiTexCoord0vertexTexCoord
gl_MultiTexCoord1 / gl_MultiTexCoord2vertexLight
gl_NormalvertexNormal
at_tangentvertexTangent
at_midBlockvertexMidMesh
mc_midTexCoordvertexMidTexCoord
mc_Entityvec2(-1, -1)