/**************************************************************************** ** ** Copyright (C) 2020 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt Creator. ** ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ****************************************************************************/ // Vertex shader special variables. vec4 gl_Position; float gl_PointSize; vec4 gl_ClipVertex; int gl_VertexID; int gl_InstanceID; struct gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; }; struct gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; } gl_in[]; int gl_PrimitiveIDIn; struct gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; }; int gl_PrimitiveID; int gl_Layer; // Compatibility profile. struct gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; vec4 gl_ClipVertex; }; struct gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; vec4 gl_ClipVertex; } gl_in[]; vec4 gl_Color; vec4 gl_SecondaryColor; vec3 gl_Normal; vec4 gl_Vertex; vec4 gl_MultiTexCoord0; vec4 gl_MultiTexCoord1; vec4 gl_MultiTexCoord2; vec4 gl_MultiTexCoord3; vec4 gl_MultiTexCoord4; vec4 gl_MultiTexCoord5; vec4 gl_MultiTexCoord6; vec4 gl_MultiTexCoord7; float gl_FogCoord;