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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;