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    Function shadedVertexBufferLayouts

    • Vertex layouts for a shaded pipeline, in slot order: position always, then normals if the variant shades with them, then uvs if it samples.

      Positional slots with a single counter on both sides — unlitVertexBufferLayouts' rule, restated because the failure mode is the same: get the order wrong and a pipeline reads normals as uvs, which validates cleanly and draws garbage. Shared by the lit and standard families, whose vertex inputs are identical (§59 adds uniforms, not streams).

      Parameters

      • normals: boolean
      • map: boolean

      Returns readonly GpuVertexBufferLayout[]