vaUV0
in vec2 vaUV0;
Valid Programs: all gbuffers/shadow
The vertex texture coordinate attribute, equivalent to gl_MultiTexCoord0
from the compatibility profile.
Usually the coordinate in vaUV0
corresponds directly to the atlas texture coordinate, however some geometry (such as enchantment glint) requires a texture matrix. Therefore it is always recommended to use textureMatrix
(or gl_TextureMatrix[0]
in the compatibility profile) in gbuffers-style programs.
vec2 coord = (textureMatrix * vec4(vaUV0, 0.0, 1.0)).xy;
vec2 coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;