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.
In/outs
Section titled “In/outs”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
Remappings
Section titled “Remappings”Iris Attributes | Colorwheel Values |
---|---|
gl_Vertex | vertexPos |
gl_Color | vertexColor |
gl_MultiTexCoord0 | vertexTexCoord |
gl_MultiTexCoord1 / gl_MultiTexCoord2 | vertexLight |
gl_Normal | vertexNormal |
at_tangent | vertexTangent |
at_midBlock | vertexMidMesh |
mc_midTexCoord | vertexMidTexCoord |
mc_Entity | vec2(-1, -1) |