VS:
- input prefix a_, or ve_ (per vertex) / in_ (per instance). To decide
- output: ex_(if followed by FS) or vs_(if followed by another stage)
Tessellation:
- input
vs_ - output
ex_
FS:
- input:
ex_
Uniforms: u_
Uniform buffers: Type name ends in Block, variables prefixed by ub_
Suffixes for spaces:
_tbn(tangent space)_local_world_view_clip(homoegenous 4D space)_ndc(after perspective divide)
For texture coordinates:
- uv when normalized texture coordinates
- texel when integer texture coordinates
For vectors:
Dirfor normalized directionsRayfor segments from A to B (e.g. lightRay, from the shaded fragment to the light).