1= {
2 ShaderVertexAttributeVariable.XYZ_POSITION: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
3 ShaderVertexAttributeVariable.XY_POSITION: GLVertexAttributeConfiguration("2", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
4 ShaderVertexAttributeVariable.PASSTHROUGH_NORMAL: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
5 ShaderVertexAttributeVariable.PASSTHROUGH_TEXTURE_COORDINATE: GLVertexAttributeConfiguration("2", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
6 ShaderVertexAttributeVariable.PASSTHROUGH_RGB_COLOR: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
7 ShaderVertexAttributeVariable.PASSTHROUGH_NORMAL: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
8
9 ShaderVertexAttributeVariable.PASSTHROUGH_BONE_IDS: GLVertexAttributeConfiguration("4", "GL_INT", "GL_FALSE", "0", "(void *)0"),
10 ShaderVertexAttributeVariable.PASSTHROUGH_BONE_WEIGHTS: GLVertexAttributeConfiguration("4", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
11 ShaderVertexAttributeVariable.PASSTHROUGH_PACKED_TEXTURE_INDEX: GLVertexAttributeConfiguration("1", "GL_INT", "GL_FALSE", "0", "(void *)0"),
12
13 ShaderVertexAttributeVariable.PASSTHROUGH_PACKED_TEXTURE_BOUNDING_BOX_INDEX: GLVertexAttributeConfiguration("1", "GL_INT", "GL_FALSE", "0", "(void *)0"),
14 ShaderVertexAttributeVariable.LOCAL_TO_WORLD_INDEX: GLVertexAttributeConfiguration("1", " GL_UNSIGNED_INT", "GL_FALSE", "0", "(void *)0"),
15 ShaderVertexAttributeVariable.PASSTHROUGH_OBJECT_ID: GLVertexAttributeConfiguration("1", " GL_UNSIGNED_INT", "GL_FALSE", "0", "(void *)0")
16}