Vertex Shader Input
Parameters
The input values for the Vertex Shader are all in the SurfacesStandardVertexIntermediate
structure and are passed in as function parameters.
Vertex Shader Input Values | Type | Needed Macros | Meaning |
---|---|---|---|
position | vec4 | N/A | Local position |
normal | vec3 | N/A | Local normal |
tangent | vec4 | CC_SURFACES_USE_TANGENT_SPACE | Local tangent and mirror normal flag |
color | vec4 | CC_SURFACES_USE_VERTEX_COLOR | Vertex color |
texCoord | vec2 | N/A | UV0 |
texCoord1 | vec2 | CC_SURFACES_USE_SECOND_UV | UV1 |
clipPos | vec4 | N/A | Projected coordinates |
worldPos | vec3 | N/A | World position |
worldNormal | vec4 | N/A | World normal and double-sided material flag |
worldTangent | vec3 | CC_SURFACES_USE_TANGENT_SPACE | World tangent |
worldBinormal | vec3 | CC_SURFACES_USE_TANGENT_SPACE | World binormal |
Macro Switch
When you need to use input parameters with a macro switch, you need to enable the corresponding macro in the macro-remapping code segment. The example code is as follows.
glsl
CCProgram macro-remapping %{
...
//Use the second set of UVs
#define CC_SURFACES_USE_SECOND_UV 1
//Use the world's binormal
#define CC_SURFACES_USE_TANGENT_SPACE 1
...
}
Usage Example
In any function with SurfacesStandardVertexIntermediate
parameters, you can directly access the relevant parameters, taking the SurfacesVertexModifyWorldPos
function as an example.
glsl
#define CC_SURFACES_VERTEX_MODIFY_WORLD_POS
vec3 SurfacesVertexModifyWorldPos(in SurfacesStandardVertexIntermediate In)
{
vec3 worldPos = In.worldPos;
worldPos.x += sin(cc_time.x * worldPos.z);
worldPos.y += cos(cc_time.x * worldPos.z);
return worldPos;
}